Monday, March 31, 2014

CYBER-PULP FANTASY CORE-Sample Adventure-Arcade Part 3

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



The Lounge and the Office

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 Basement
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.         

MLB PREVIEW SPECIAL 2014


Or Not-So-Special.  And a little late to boot.  I didn’t buy a preview guide this year.  I’m not going to be able to watch the Cubs and White Sox on WGN since my folks canceled their cable.  Fox has moved their Saturday afternoon baseball over to Fox Sports 1, which I don’t have access to either.  Local sports radio isn’t going to be broadcasting the Dodgers or probably ESPN’s games this season so they can broadcast the new Triple A team.  (At least the other El Paso sports station is still broadcasting Ranger games.)  I even missed out on getting the Sports Illustrated Wrigley Field 100th anniversary issue.  Frankly, I’m a bit depressed this season. 

Given how well my carefully studied picks did last year, I’m just going with uninformed guesses, gut instincts, and wishful thinking.  No apologies will be forthcoming at the end of the season for these.

National League East: Philadelphia Philles.  I have this sudden vision of anyone reading this doing a spit-take, whether they were drinking anything or not.  Well, I’m not picking the Nationals again after the way they disappointed me.  I also think the Braves are going to have a disappointing year, though they’ll get a Wildcard spot.  The Mets are going to suck.  Somebody has to win the division.

National League Central: Pittsburgh Pirates.  Yep, this is their year.  The Reds, Brewers, and even the Cardinals are going to have a down year.  The rejuvenated Cubs are going to come out of nowhere to get a Wildcard spot.  (And I won’t get to see it.)

National League West: Los Angeles Dodgers.  Booooo!  Hisss!  This is going to be more due to the lack of competition in their own division than their exorbitant, expensive roster.

American League East: Boston Red Sox.  Now that everyone is picking them this year, watch them go right back into the cellar, but they do look good.  The Blue Jays’ talent will finally start paying off, and they’ll get a Wildcard spot.  “What about the Yankees?”  What about them?  It’s another memorial season, this time for Derek Jeter.

American League Central: Detroit Tigers.  And this is last time I’m picking this current group to win, so they’d better do it this time.  Everyone else in the division is irrelevant.

American League West: Texas Rangers.  I said there’d be some wishful thinking here.  Prince Fielder could not escape his destiny to play for the Rangers.  Let’s hope the Right Field jetstream picks up for him this year.  I’m picking the Mariners as the other Wildcard.  Yeah, the Angels and A’s could also be really good this year, but I think Cano and the M’s and an energized Seattle fanbase (remember they won the Superbowl) will make them contenders.

Alright, let’s play this unlikely scenario out.  Pirates shock the Dodgers in the NL championship.  ESPN refuses to cover the World Series in protest.  Tigers beat the Red Sox in the AL and go on to win it all.

Friday, March 28, 2014

CYBER-PULP FANTASY CORE-Sample Adventure-Arcade Part 2

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




The Arcade Floor
While it bears some resemblance to an old-fashioned arcade, Lynn’s features immersive simulation tubes.  Spectators can watch the players through the clear walls of the tube, as well as the simulation action on video boards.  There are sets of stands for big events.  The floor is also as loud as a rock concert and filled with flashing lights, day or night.  There is a bar and a kitchen and bathrooms in the rear.

At night, the place is packed with players, spectators, and employees.  During the day, it’s mostly deserted with a few hardcore players and a couple of disinterested employees.  (All of these people are non-combatants.  Gunfire or explosions will drive everyone to the exits in a rush.  The employees will be calling the police when outside.)

Either way, if the group is looking for “Smack” the Orc, he’s in one of the more expensive simulators playing a fighting game.  (At night, there’s crowd watching him play.)  There’s no problem identifying him.  He’s is wearing a sweatshirt with his name printed on it in large letters.  (Alternately, the characters might ask an employee about him.)  Assuming there are a couple of dangerous looking hombres in the character group, any crowd around Smack will quickly disperse, once they start talking to him.   

He’ll want to talk somewhere quiet and go for his gym bag.  DC 12 Detection to notice that he’s got a shotgun in there.  He’s easily intimidated if the characters get the drop on him instead.  Otherwise, he’ll point the barrel out of the bag and tell the characters to follow his lead and not make any sudden moves.  If any of these actions result in gunfire, it’s going to be pandemonium as everyone else clears the floor.  The police will be arriving in 2 turns.

If the group isn’t looking for Smack, they might instead see Mazzy up in the office window. She’ll wave to them before being quickly being taken away from the window, and which suddenly goes black. 

Otherwise, the group is just there looking for trouble, and it finds them.  After describing what the group already knows about the arcade, they’ll probably be looking to either get in the office or in the computer room.  Neither area is open to customers.  Once the group makes its move, the AI, who’s been observing them, will make its.  The Combat Android (wearing a keycard around its neck) will be deployed, brandishing weapons. 

Any customers there will think it’s a cool promotion, right up until the point when the shooting starts.  In this case, the police will NOT be called.  The AI wants the characters dead without any interference. The other people there will be a problem, getting in the way of either side shooting (In other words, either Called Shots (natural 18) to hit or the Crack Shot skill.)  The Android won’t care about additional casualties.  Figure 1 rd of panicked crowd during the day and 3 rds when it’s crowded at night.   

Thursday, March 27, 2014

CYBER-PULP FANTASY CORE-Sample Adventure-Arcade

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





Lynn’s Arcade (Subordinate A.I. of Supreme)

Hooks to Site
This encounter has quite a few conditionals and can be complex.
 Supreme (or really in this case, a subordinate AI of Supreme) sent some thugs to Lila’s apartment to raid it.  If the group catches and interrogates any of them, they’ll say they were hired by an Orc named “Smack” at Lynn’s Arcade.  The Com unit on Smack’s dead body at the apartment also points at the Arcade.  Virtual Lila could be captured and bring the characters here.  Other encounters could also simply point here.

Location Description 

Reconnaissance
Here, at last, is a location that the characters have all been to already.  They know the basic layout of the ground floor and that there is a lounge above, along with a business office.  They’ve heard rumors of the computer service tunnels  below.  (Players often claim to have made out with whoever the hottest employee is at the moment down there.)
 
Entry
The front door is the obvious entry.  There is an employee door in the rear that doubles as a fire exit.  It has a keycard lock that is DC 18 to hack.  Failing to open it (with a hack or forcing it), sets off a silent alarm that will immediately bring an employee to investigate, who will be holding a Com ready to call the police (2 turns, about 20 minutes).  Trying to enter through the second story fire escape door will automatically set off an alarm.

Indirectly, if the characters decide to follow up on Lila’s e-mails with the Web Gypsies with their contact, Mazzy of the Hopeless Romantics tribe, they discover that she is missing, along with whatever she was working on.  Talia of the tribe tells them that someone else (unknown) was inquiring about their contact with Lila.  Mazzy was abducted shortly afterward.  The gypsies received an ultimatum to deliver a Drow Soul Crystal to a drop site in the next 48 hours in exchange for her.  The tribe does not have the Soul Crystal and has no idea who did this.  “Obviously someone who does not fear a gypsy curse.”  (Like maybe an AI?)  The tribe will be indebted to anyone who can help resolve this situation.  This bit pays off later, when the group gets a clue directing them to the Arcade.

It is a two-story building situated on a corner.  It’s a reasonably nice neighborhood.  Everything’s pretty normal looking and nondescript.  There’s no parking in front, only across the street in a parking garage.   

Wednesday, March 26, 2014

CYBER-PULP FANTASY CORE-Sample Adventure-Warehouse 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
1 XP for gaining entry to the warehouse
2 XP for taking out the Gnolls
1 XP for escaping
3 XP for getting the Soul Crystal

Orcs
HD 2 (d8), Hp 10, AC 10 (None)
Fort Sv +4, Ref Sv +0, Will +0
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
RPG +2 to hit, 1d4 x 10 (DC 12 Ref Sv to 1/2 damage), 20’ area
Infravision

Ogre
HD 4 (d8), Hp 32, AC 13 (Natural)
Fort Sv +6, Ref Sv +0, Will +1
Melee: Steel Cane +8 to hit, 1d12+7, Reach weapon 7’
Ranged: Large Heavy Object (old tires from the barrier) +1 to hit, 1d8+5
Infravision

Goblins
HD 1 (d8), 4 hp, AC 11 (None, +1 Dex bonus)
Fort Sv +2, Ref Sv +1, Will -1
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

Gnolls
HD 3 (d8), Hp 18, AC 11 (None, +1 Dex bonus)
Fort Sv +5, Ref Sv +2, Will +1
Melee: Short Sword +6 to hit, 1d6+3
Barbed Whip (Used by one of the Gnolls) +4 to hit, 1d4, Knock Down/Disarm opponent on hits of Natural 16 and up, Reach 5’
Ranged: Assault Rifle 30 rd clip, M
+4 to hit 2d8 Single Shot
+4 to hit, 2d8 x 1d2 burst (DC 12 Ref Sv 1/2 damage), 3 bullets
+1 to hit, 2d8 x 1d2 spray, up to 3 adjacent targets (DC 12 Ref Sv ½ damage), 6 bullets
Infravision

Man-Zero (Half-Orc)
HD 4 (d12), Hp 22, AC 14 (+2 Kevlar shirt, +2 racial bonus)
Fort Sv +6, Ref Sv +1, Will +1
Melee: Combat Knife +5 to hit, 1d6+1
Ranged: Assault Pistol +4 to hit, 2d6, 30 shot clip, S
+4 to hit, 2d6 x 1d2 burst (DC 12 Ref Sv ½ damage), 3 bullets
Frenzy: On a Naturally rolled hit (hits without any modifiers), may make an additional attack at 0 BAB (+1 to hit in melee, +0 ranged)
Infravision
Regeneration: Adds +2 hp to rest recovery

Stealth (with Shadow Cloak) +2 moving/+4 stationary

Tuesday, March 25, 2014

CYBER-PULP FANTASY CORE-Sample Adventure-Warehouse Part 2

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

Overview Index 

Adventure Index 



The Warehouse
2 Orcs work the hanger doors in the front of the warehouse.  There’s 1 Orc guarding the rear door, and he has the key to it (DC 12 to pick).  Inside, there’s 1 more Orc guard on the catwalk above the floor.  There are two offices side by side inside the warehouse.

The warehouse is mostly an empty hanger inside.  Lucky for the group, whether they raid the place day or night, most of the cell, including Man-Zero, is away.  4 Goblins are excitedly working on a car bomb (1d4 x 10 damage) with an old junker.  (Gosh, I wonder if this situation could be exploited by the characters?)

More menacingly, there are 4 Gnolls playing some sort of dice game on the other side of the building.  Don’t let that fool you.  Any sort alarm will instantly have them grabbing their nearby weapons and looking to flank whoever’s attacking.  This group will also investigate any loud disturbances outside the building.  Play them as smart as possible.  (And the rest of the Humanoids, as dumb as possible, up to the point of even accidentally shooting at each other.)

Armory
One of the offices has armored over windows and a heavy steel door.  The door has a DC 18 physical lock.  Inside is a jackpot of weapons.  4 RPG’s, 6 Assault Rifles (10 full clips), 4 Assault Pistols (10 full clips), and 4 small bombs (1d4 x 10 damage).  Those bombs are a little touchy and may arm themselves if bounced around too much (1 in 4 chance).  There is an audio warning and a blinking countdown indicator that go off if it is triggered (detonating in 2 rds).  Also keep in mind, this stuff isn’t light.  It’s going to take a few trips to carry it, thus giving time for the police or Man-Zero to show up.

Man-Zero’s Office
One of the offices has bars over the windows.  The heavy steel door has a DC 18 physical lock.  Inside is a messy, nasty office space.  There’s nothing of value lying around (he even keeps his data pad with him), but there is a safe in the corner.  It’s not a vault, but it’s too big and heavy to move.  There’s a DC 18 physical combo lock on it.  If someone has the Demolitions skill and explosives, they could blow it safely.  Failing that, an RPG hit (figure AC 10 to hit) or a small bomb (found in the Armory next door) will do it.  However, the office will collapse (hopefully nobody’s inside the blast radius), everyone will be stunned for 1 rd, and it will take 3 rds to clear the debris to get into the safe.

The Drow Soul Crystal is in vault.  Thankfully, it’s immune to non-magical damage.  (If the characters opened up the safe with an explosive magic spell, I guess that could be problem, but they’ll still find the debris of it.)  There’s also 4 XP in gold inside (the players will have to decide on how they want to divide that up) and 6 Stimpacks.  If the characters go ahead and contact Virtual Lila here and show her the Crystal, she’ll forward the rest of the job money to them.  She also says she’ll take care of Man-Zero. 



Complication
You didn’t think it was going to be that easy did you? 

Right after they blow or open the safe, the group will hear a couple of cars driving up and screeching to a halt.  Loud voices can then be heard, along with guns being locked and loaded.  It’s the rest of the Radicals.

Here’s a good place to pause the game for minute.  The Ref needs to tell the players two things here.  One, these are the kind of encounters where somebody really should be keeping a lookout.  I’m fairly certain they didn’t do that here, unless they read this beforehand.  Two, if they’ve found the Soul Crystal and contacted Virtual Lila, they’ve gotten the XP.  There’s not going to be any bonus XP for increasing the body count.  (Not to mention, you’re not going to be spending that XP if you don’t escape.) 

In two rds, 4 Orcs are going to charge through the hanger doors.  A rd later, 4 more Orcs are going to come through the back door.  In another rd, Man-Zero and another Orc, will be up in catwalk, having come through a window.  There’s also 1 Orc guarding a vehicle in the back and another guarding two vehicles up front.  They’re out for blood.  The cops should show up as well at some point.  If the group contacted Lila after getting the Soul Crystal, she’ll have sent them as a distraction to help the group get away.  Good luck!

Outcome
If Man-Zero isn’t killed in a gun battle, the next day he finally finds the activation code for his Black Ice program waiting in his e-mail.  When he uses it, the Black Ice promptly activates and kills him.  The Radical Humanoids’ plans on his computer are then uploaded to the police, who promptly raid the warehouse.  The B-Board will be reporting all this.   

If Man-Zero is killed in this fashion, his brother, Zig (with identical stats), will be looking for anybody involved in his death.  (He won’t be part of the Radicals, though.  They’ll blame the Half-Orc leader for the cell’s disruption and not let him join up.)

Twist
This is encounter is designed as just a straight up combat scenario, but feel free to put your own clever twist into it.

Alternately
If the Soul Crystal isn’t here, then let the group escape before reinforcements show up.  Realistically, Man-Zero isn’t going to have any idea who killed Lila or who has the Crystal.  At this point, the group could receive a distress call from Virtual Lila leading them to another site, or if the group found other clues, they could follow up on those. 


Monday, March 24, 2014

CYBER-PULP FANTASY CORE-Sample Adventure-Warehouse

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

Overview Index 

Adventure Index 

The Warehouse (Man-Zero’s Radical Humanoids)




Hooks to Site
There are several potential references to a “Man-Zero” in Lila’s apartment.  There are the e-mails, his ring, and proposal in the trash, and the painted warning on the wall.  Who is he?  Being a minor Radical Humanoid leader, he's not going to show up on a simple web search, even with his distinctive clan tag. 

Here you can introduce the group to Samantha of the B-Board.  She’s their source for info, and she knows them.  Sam can tell them basically who he is (a Radical leader with a controversial thing on the side for Elvish chicks), give them his picture (with a distinctive scar across his face), and also where he usually hangs out (the Warehouse).  She’ll want some kind of juicy news in return or some sort of favor later.  Other suspects may also point to this site.

Location Description
This abandoned warehouse next to the waterfront is the HQ of the local Radical Humanoid Movement.  It is surrounded by a chainlink fence with barbed wire on top.  This whole predominantly Humanoid neighborhood is a “no-go” zone for the police, unless given a severe cause (like a massive gun battle and explosions, for example, foreshadowing!).  Still, they won’t show up for at least 30 minutes (3 turns), but they’ll come in force with an armored vehicle.  Anyone other than a Humanoid is unwelcome here.  Elves and Dwarves can expect to be harassed.  This is basically a free-fire zone.  Walking around with exposed weapons here is not only acceptable, but recommended.  

Reconnaissance
The warehouse exterior is fully viewable on Whole Earth Images.  The front gate is a large armored plate and tire barrier, guarded by 2 Orcs and an Ogre (who moves the gate).  There is also a patrol in a jeep with an Orc (with an RPG) and 2 Goblins, that makes a complete circuit of the area in about every five minutes.  It’s also fairly easy to observe from the surrounding area with binoculars and such.  Getting too close, however, will get a visit from the jeep patrol (though that wouldn’t be a bad rouse).  You’ll have to go inside to see the interior.

Entry
The surrounding fence is normal wire and can easily be cut with bolt cutters.  A waterborne approach can be made to the rear of the building, though that might be a bit ambitious on short notice.  The large front hanger doors and the small rear door are the only obvious entries to the warehouse.  There are windows all the way around the building, but they are 15’ off the ground.  Breaking one to enter will draw the catwalk guard.  

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.)

Thursday, March 20, 2014

CYBER-PULP FANTASY CORE-Sample Adventure-Coffee Shop Part 2

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

Overview Index 

Adventure Index 

The Lab
While the rear sounds and looks like a kitchen, once past the doors, it’s all a holo illusion.  The back is a very unsanitary lab/operating room.  Drugged patrons are brought here, have their brains wiped, and are inserted with the control earpiece.  Right now, there’s one female body strapped down to an operating table, basically brain-dead, but still alive.  

The Neural-mancer Meat Puppet is here working away on a computer with the Soul Crystal hooked into it.  He doesn’t seem to notice the characters, however a pair of Robotic Arms on either side of the door immediately attack (DC 12 Detection).  The Puppet then swings into action, trying to subdue the characters.  (Remember, he can completely heal himself up to 4 times.)  The Puppet should be taunting the characters as well, the arrogant, little prick that he is.  (Note: The characters will immediately recognize the Neural-mancer.  He’s a famous serial killer with an enormous bounty on his head.) 

Outcome
The Puppet fights to the death and makes no attempt to escape.  Upon death, the clone suddenly changes form into an entirely different person.  The video screen comes on a rd later with the real Neural-mancer.  “Oh, that’s what happened to him.  Bah, didn’t think much of his research anyway.” 

At this point, the characters might wish to interact with him.  The real thing is a lot more reasonable (the Puppets tend to retain their host’s personality).  He’ll want to know who they are and will congratulate them.  Perhaps he’ll want to find the characters and hire them someday.  Perhaps, he’ll mark them for revenge sometime if they cross his schemes again.

There’s a text message from Virtual Lila shortly afterward.  It announces the transfer of the remainder of the job money (XP) into the Crew’s account, along with, “Thank you.  End of Line.  --Lila.”  And she’s gone.


Twist
If Virtual Lila was caught by the Puppet and the group was summoned to the coffee shop, instead of the real Neural-mancer making an appearance, Virtual Lila appears after his death.  With a flurry of commands on the Puppet’s computer, the Soul Crystal glows and suddenly the body on the table is electro-shocked several times.  The Crystal shatters and the body arises.  She looks in a mirror and admires her face, “It’s not too bad.  I can work with this.”  Without even an introduction, she asks for somebody’s Data Pad.  New Lila logs into her bank account and pays the group.  “You guys are good,” she says, “I’ll keep in touch.”  And with that, New Lila walks out the door and into a new identity. 

Alternately

If the Puppet wasn’t the killer or didn’t have the Soul Crystal, the real Neural-mancer will come on screen after the Puppet is killed and thank them for getting rid of him.  (He did screw up pretty bad with Lila.)  He’ll point them at another suspect, “Just to clean up loose ends in this affair.”  Perhaps instead, they even find Supreme is hacking the computers there.  With a DC 12 Hack, they can discover that the attack is coming from the Arcade.  

Wednesday, March 19, 2014

CYBER-PULP FANTASY CORE-Sample Adventure-Coffee Shop

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

Overview Index 

Adventure Index 

The Coffee Shop (Neural-mancer Meat Puppet)







Hooks to Site
There are e-mails on Lila’s computer linking this site to the investigation.  Virtual Lila might also be captured by the Puppet, in which case, she sends a distress call to the group, bringing them to the coffee shop.  Another suspect may also point to this site.

Location Description
This is a nice, upscale coffee shop, though a bit out of the way and not in a good neighborhood.  It seems pretty busy inside in spite of that.  The crowd is there any time, day or night.

Reconnaissance
Whole Earth Images doesn’t show anything interesting.  No one will notice the group if they want to walk around the outside of the establishment.  If the establishment is put under surveillance for at least an hour, the observer won’t help but notice that no one inside going inside leaves. 

Entry
There is a back door to the establishment in an alley, which goes straight into the Lab.  It’s a DC 18 electronic lock.  It also Arcane Locked at DC 16.  Any failed attempt to open or attempt to force it brings out the Combat Android (he comes out through the front door and will try to attack the group from the rear).  The people in the café will be in the Lab, reinforcing the Puppet (though the Robot Arms may no longer be able to attack).  The front door, on the other hand, is always invitingly open. 

The Cafe
Inside, there are 6 patrons around the café, attended to by 2 wait staff.  Everyone seems friendly and normal enough.  Drinking or eating anything offered here requires a DC 18 Fort Sv or paralyzed for 1 turn.  With a DC 12 Detection check (or if anyone asks about the look of the people), everyone is wearing a conspicuously large, blinking earpiece Com unit.  Pulling out the earpiece, drops the person like they’re a dead body, which they actually are (brain-dead).

There is a set of swinging doors to the back and presumably, the kitchen, which customers (the characters) are not allowed into.  The bathrooms in the café are normal.

Conflict

The moment the characters act up (or are incapacitated, the worst case scenario), the customers and staff (8 Cyber-Zombies) attack, attempting to subdue the group.  A Combat Android will come out if the characters start to get the upper hand.  Again, it will be trying to subdue them. 

Tuesday, March 18, 2014

CYBER-PULP FANTASY CORE-Sample Adventure-Savantech Office Part 3

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

Overview Index 


Adventure Index

Outcome
The police arrive in 2 turns after disrupting ceremony, but the group should have plenty of time to make a getaway.  The group may or may not have recovered the Drow Soul Crystal (they’re probably going to have to kill the demon to do it unless they’re very quick), but they’ve found the killer in any case.  

Virtual Lila will message the group with their payment, along with, “Thank you.  End of Line.  --Lila.”  And she’s gone.  The next day on the B-Board, Savantech is suddenly reported to have been shutdown by a Black Ice attack with several of their programmers killed.

Twist
If Virtual Lila was captured, the group arrives as the ceremony is completed.  The Drow Soul Crystal glows and then shatters.  Virtual Lila suddenly appears as a Haunting Spirit.  She proceeds to attack everyone in the room.  Everyone else tries to exit as quickly as possible.  Unfortunately, even if she is defeated or exorcised, she will reform the next night to haunt the building.

Within a week, Savantech will no longer be able to operate out of the building due to the haunting.  This move is reported by the B-Board, though not the cause.  By the way, the group will be getting stiffed on the rest of Lila’s pay for obvious reasons.  Assuming the characters sell their story to the B-Board, an agent of Ophidian may contact the group later for a job to help permanently remove the ghost. 

Alternately
Just the Suits are inside the vault, still stoned.  They’re watching several live video feeds.  They have a couple of other sites under observation (Lynn’s arcade, Sanders’ estate, Warehouse, Neural-mancer lab).  These may include places that the characters have already investigated.  The addresses of the sites are listed with the video.  In this case, they’re trying to find the Crystal too and have narrowed down the suspects.  The Suits are too out of it to provide any information or even be scared of the gun-toting characters.

XP Awards
3 XP for recovering the Drow Soul Crystal
1 XP for getting past the magic ward
1 XP for dealing with the Security Guards
2 XP for defeating the Higher Demon
2 XP for defeating Lila’s Haunting Spirit

Security Guards
HD 5 (d8), Hp 20, AC 15 (+4 Flack Jacket, +1 Dex bonus)
Fort +5 Ref +2 Will +1
Melee: HTH Expert +6 to hit, 1d3+1, KO (Knock out) 1 turn on Natural 18
Ranged: Auto Pistol +7 to hit, 2d6+1, 15 shots (Magic +1, 1 extra clip), S
Shotgun +7 to hit, 2d10+1, 5 shells (Magic +1, 5 extra shells), S
Stealth +4

Higher Demon
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
Ice Blast: Hail deals 8 + Spellcheck freezing damage + Stun 1 rd + dropped to last in Initiative. (Ref Sv ½ damage) Medium range.

Lila’s Haunting Spirit Form
HD 5 (d12), Hp 60, AC 16* (None, Magic to hit)       
Fort +0, Ref +0, Will +10
Melee: Touch +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. 
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.

Invisible and Intangible at will, but may not attack, only observe, though they may still Fling Objects.

Monday, March 17, 2014

CYBER-PULP FANTASY CORE-Sample Adventure-Savantech Office Part 2

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

Overview Index 

Adventure Index



The Basement
The offices and break room have nothing of value, but in the back is a set of stairs going down.  At the bottom is what seems to be a small basement.  There’s a set of shelves with paperwork on the walls.  However, one section of the wall is actually an illusion.  It’s magical.  The illusion can be detected by spell or a Psi-Hacker.  (If this proves too challenging, 1 of the security guards jumps out of the wall, automatically surprising the group.  He’ll duck back inside after firing once.  The force field will be down though.) 

There’s an opaque force field right behind the illusion.  It can be dispelled with a DC 16 Caster Check, saying “Ophidian” again, or just flipping the glowing (magic detected) light switch on the wall.  Behind the screen are several more rows of shelving eventually leading to a large vault in the back.  (Flipping the switch has the benefit of turning on the lights there, otherwise it’s pitch black.) 

Unfortunately, shutting off the force field will bring 2 Dwarvish security guards to investigate.  The group will hear the sound of large, heavy door opening and closing, but the guards will be trying to sneak up and flank the group.  Their gunfire is glowing, which usually indicates the shooter is using magically enchanted weapons or ammo (in this case, it’s the bullets).  They will try to kill the characters, though (if things go really bad for the group) they might instead capture them and take them into the vault.

The Vault
The vault has a physical combo lock (DC 18 to crack).  Blowing it up, unless somebody has the Demolitions Skill, will likely have a comical result (for the Ref) and leave the door still standing.  It can also be popped with a Knock spell, but has to beat a DC 16, since it has an Arcane Lock on it as well.  The two guards also have the combo, which could be gained if captured or via séance, if dead.  In the worst case scenario, one of them has the combo written down in their pocket.

It’s pretty dark inside.  The large vault is only lit by brazier.  There’s a strong smell of incense and something else (probably narcotic) in the air.  (You can add a DC 12 Fort Sv for the characters to avoid losing their BAB and other complex skills if you want to make this potentially more difficult.)  An Occultist will recognize this as a magical ceremony.  There are 4 stoned Suits (Elves and Humans) huffing on hookahs and intermittently chanting, who seem only vaguely aware of the characters.  The Drow Soul Crystal sits in the middle of complicated looking glowing magical ward on the floor.

There is a video screen on the wall with the face of a Snake-man observing the scene.  When the characters are discovered, he hisses several words in an unknown language.  The ward on floor glows and summons a Higher Demon to the scene.  The next rd, the Snake-man then tells the demon to deliver the Soul Crystal to him and get rid of the evidence (in this case, everyone in the room).  The video immediately goes out.


The next rd, the demon will grab the Crystal.  (So essentially the group has two rds to try and do something first.)  Next, it will try to kill the Suits, who will only start running after one of them has been killed (any hit will kill a Suit here).  Next, it will go after the characters.  Ultimately, the demon will prioritize getting the Soul Crystal and making off with it, especially if it’s being seriously harmed. 

Friday, March 14, 2014

CYBER-PULP FANTASY CORE-Sample Adventure-Savantech Office

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

Overview Index 

Adventure Index




Hooks to Site
Interrogating the thugs that Ophidian sent to ransack Lila’s apartment will yield a meeting site and a drop time, that evening.  They have no idea who hired them, they were just looking for the Soul Crystal and to raid her computer.  It happens to be across the street from Savantech.  Observation of the site at the drop time will allow the characters to see a couple of Suits leave the building, wait around awhile, and then return to it.

There are references to Savantech in Lila’s e-mails. Man-Zero’s Com unit, if he’s found dead in Lila’s apartment, will also point back to Savantech.  Virtual Lila might also have been captured.  She will send out a distress call to the group from this location.  Other suspects may also point to this site. 

Location Description
This is a small, standalone, one-story administrative office building.  Savantech is a hub company for freelance programmers.  This is just their bureaucratic center with some storage space for physical records.

Reconnaissance  
A web search of Savantech will only yield that it is a typical software company and its physical address.  There’s nothing special about them, other than the mysterious Ophidian is the Chairman of their board.  There’s nothing to learn about him from any source, but he’s pretty famous anyway. 

This building itself is very normal.  Whole Earth Images just shows the basic views.  There are no obvious advanced defenses here, not even a security guard.  However, there are 10 busy employees here during the day and trying to break and enter into this place at that time will get the cops summoned immediately.  At night, the place is deserted.

Entry
There are intrusion alarms on the doors and windows (there’s a security decal on all of them) that will bring the police in 2 turns (20 minutes) if set off from being forced or a failed hack.  They can be deactivated or bypassed by EMP, a DC 12 Hack, the door’s keylock can be picked, even a good magic electrical shock or Knock spell will do it. 

It’s the inside defense that’s a little stronger.  A glowing magical ward goes off on the ceiling as soon as people get to the center of the main room.  A booming voice demands a password, “Speak the name of the master.”  It will repeat this warning the next rd, after that everyone inside will need to make a DC 12 Will Sv or be knocked out for 1 turn.  This magic attack continues every rd in the main room until everyone is knocked out or they make it to the landing going downstairs.  The ward can be Dispelled with a DC 16 Caster Check.  Or, just say, “Ophidian.” 

Normally, the ward going off would bring security from downstairs, but they’re not in a position to respond this evening.  If everyone is knocked out (Oh Lord, get new dice), they wake up, unmolested.  As long as they crawl, the ward doesn’t go off again.

Thursday, March 13, 2014

CYBER-PULP FANTASY CORE-Sample Adventure-Lila's Apartment Part 4

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

Overview Index 

Adventure Index

Lila’s Bedroom
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. 

Caught by the Police
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.     

Captured by Thugs or Humanoids
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.

XP Awards
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.
    
Orcs
HD 2 (d8), Hp 10, AC 10 (None)
Fort Sv +4, Ref Sv +0, Will +0
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

Goblins
HD 1 (d8), Hp 4, AC 11 (None, +1 Dex bonus)
Fort Sv +2, Ref Sv +1, Will -1
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.