Friday, January 10, 2014

CYBER-PULP FANTASY CORE-HTH and Firearms

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


Archaic Hand-to-Hand (HTH)

HTH: 1d2 + Str bonus
HTH Trained:* 1d3 + Str bonus, on Natural 18 and up, DC 12 Fort Sv or KO (Knock out) 1 turn
Brass Knuckles: +2 HTH damage
Dagger: 1d4 + Str bonus melee, 1d4 thrown, C
Club: 1d6 + Str bonus, KO 1 turn on Natural 18 and up
Rapier: 1d6 + Dex bonus
Spear: 1d8 + Str bonus melee, Reach 5’, 1d8 thrown, C
Sword: 1d8 + Str bonus
Polearm: 1d10 + Str bonus (requires +1 Str and Con bonuses), Reach 5’
Whip:* 1d4, Entangle/Disarm on a hit with a Natural 17 and up, Reach 5’

Moden HTH Weapons
Combat Knife: 1d6 + Str Bonus
Stun Whip:* 1d4 + Stun 1 rd, Reach 5’, Entangle/disarm on Natural 17 and up hit, 10 charges, recharge 1 turn
Shock Wand: DC 12 Fort Sv or KO 1 turn, 10 charges, recharge 1 turn
Knuckle Bomber: 1d6 + Str Bonus + Stun 1 rd, 5 charges
Chainsaw: 2d8, can also cut through wood and other non-metallic material
Bayonet: 1d8 + Str bonus, must be attached to a rifle

Various Ranged Weapons
Stun Gun: DC 12 Fort Sv or KO 1 turn, C, 10 shots, recharge 1 turn 
Riot Gun: fires Mercy Bullets (Rubber slugs), 2d6 subdual damage + Stun 1 rd, S, 5 shots 
Bow: 1d8, S (requires +1 Str bonus)
Crossbow: 1d8, S

Pistols
Two pistols can be used at the same time, however without any bonuses to attack.  Roll two separate attacks.

.38 Revolver: 2d4, 6 shots, S
.44 Revolver: 2d8, 6 shots, S
Auto Pistol: (Glock, .45, clip fed pistol) 2d6, 15 shot clip, S
Assault Pistol: (Uzi, Ingram, small full automatic): 30 shot clip, S
2d6 single shot
2d6 x 1d2 burst (DC 12 Ref Sv ½ damage), 3 bullets
2d6 x 1d2 spray (lose BAB for attack), up to 3 adjacent targets (DC 12 Ref Sv ½ damage), 6 bullets


Rifles
Can be used as a Club 1d6 + Str bonus, however inflicting max damage, damages the rifle and will require repair before being able to fire again.  

Rifle: 2d8, 5 shot clip, M
Assault Rifle: (M-16, AK-47, etc) 30 rd clip, M
2d8 single shot
2d8 x 1d2 burst (DC 12 Ref Sv ½ damage), 3 bullets
2d8 x 1d2 spray (lose BAB for attack), up to 3 adjacent targets (DC 12 Ref Sv ½ damage), 6 bullets
Sawed Off Shotgun: 2d10, spray up to two adjacent (DC 12 Ref Sv 1/2 damage) 2 shells, C (The main advantage of this weapon is that it is powerful, but fairly easy to conceal.)
Shotgun: 2d10, 5 shells, S
Auto-Shotgun: (SPAS, etc) 16 shell clip, S
2d10 single shot
2d10 x 1d2 burst (DC 12 Ref Sv ½ damage), spray up to two adjacent, 2 shells
2d10 x 1d2 sprays (lose BAB for attack), up to 4 adjacent targets (DC 12 Ref Sv ½ damage), 4 shells (1 XP)


Firearm Accessories
Silencers: Quiets the gunfire on single shot firearms (not shotguns), but reduces the effective range of the firearm by 1 increment
Laser Sight/Scope: Extends range by one increment on a firearm, pistols and shotguns have laser sights, rifles have scopes
Flash Suppressor: Can be used on single shot firearms (not shotguns).  When used by someone with the Sniper skill, a blown Stealth roll can be rerolled after the attack, to keep cover.

Thursday, January 9, 2014

CYBER-PULP FANTASY CORE-Equipment List

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



This list is not going to be comprehensive.  Mostly, it’s guidelines and suggestions.  For example, if you’re knowledgeable about guns, you may want to expand the firearms list.  Remember that old tech and new tech can exist side by side.  What is an app on a Data Pad, could also be a separate, analogue device.

Let the players have or come up with whatever they want for common equipment, since their characters are all experienced.  Keep in mind though, carrying a bunch of junk may be very impractical out in public or in the field.  The characters will have easy access to ammo, but should only be carrying one or two reloads (depending on the size of the ammo) while on a job.

Major items will have an XP cost listed.  Certain items are experimental or can’t be purchased, they can only be gained in-game.  Stuff that the characters suddenly need in a pinch should also have XP costs.

* Marked weapons and items require special training to be effective.  Special weapons used without training, give no BAB and any missed attack will damage the user, comrades, or property, whatever is appropriate.  Misused gear will fail in a spectacular fashion. 

Detailing all possible effects of the various weapons is almost impossible.  Use some Common Sense and a little dramatic license to determine their effects.  Players are allowed to be clever in use, but any onerous Rules Lawyering should result in terrible, unforeseen consequences.  (Example: players successfully argue to set off an explosive on safe with gunfire.  Suddenly, mention smelling gas and noticing sparking from an exposed electrical wire.)   

Ranged Weapon Ranges
C - Close Range, melee range
S - Short Range, within 50 yards
M - Medium Range, within 100 yards
L - Long Range, outside of 100 yards
V - Very Long Range, low flight, high building

When firing beyond range, the attacker loses their BAB.  Of course real gun ranges are much longer than this.  This is taking into consideration how likely the shooter is to hit someone in actual combat.

Wednesday, January 8, 2014

CYBER-PULP FANTASY CORE-Psychic Abilities

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


PSYCHIC ABILITIES

Usable psychic abilities for the game fall into two broad categories: telepathic and psychokinetic.  All Psi-Hackers have the telepathic ability.  Only human Psi-Hackers have the psychokinetic ability.  Anyone having psychic abilities is also immune to illusions: magical, psychic, or holographic. 

The study of real psychic abilities is nascent at this time and covered up as well.  So far, only Hackers with a Data Jack have been found to have acquired the ability, but no triggering mechanism or genetics can account for it.  This phenomena is left open for you as another potential mystery for a campaign.     

Telepathic abilities are keyed off of your character’s Int Bonus.  The higher the bonus, the more abilities.  A character must be concentrating to use an ability and can only use one at a time.  Telepathic ability use is Int Bonus +3 (telepathic class bonus may be increased to up +5).  Any failed ability use will drop the character’s telepathic ability down to only their Int Bonus until they have rested for 1 turn.    

+ 1 Int Bonus (DC 12 to use)

Sense Thoughts: May hear the thoughts of any thinking creature within 10’ per Int Bonus for 1 rd.  Must keep successfully rolling to use power for more rds.  Of course, it’s everyone in the area’s thoughts all at once.  A psychic can detect and block sensing, it is Will Sv DC 12 + telepathic class bonus.  Non-psychics have no defense.

Clairvoyance: Can see and hear events in another location for 1 rd.  Must keep successfully rolling to use power for more rds.  There’s no practical limit to the distance of this ability, but it must be a place that the psychic has physically been, or if spying on a person, the psychic must be holding a personal effect of that person.  A psychic can detect and block clairvoyance on them, it is Will Sv DC 12 + telepathic class bonus.  Non-psychics have no defense.

Psychometry: Allows the psychic to pick up the thoughts and emotional impressions off of an item of the last person to have touched it or the most emotional impression on it.  For example, this could give the psychic the ability to touch a keypad and know the last code entered into it, touch a murder weapon and know who the murder was, or understand the rudimentary operation of an unknown item (though not in any skilled way).  There is a risk to the psychic in touching emotionally charged items.  DC 12 Will Sv or knocked out for 1 turn.

+2 Int Bonus (DC 12 to use)
Transmit Thoughts: The psychic can have telepathic conversations with another.  The psychic must initiate it.  Functionally, any short conversation can be done in a rd, but must keep successfully rolling to use power for more rds.  If desired, it is a Will Sv DC 12 + telepathic class bonus to block out thoughts.

Illusion: The psychic can cause an illusion to appear for 1 rd per Int bonus. Psychic must still concentrate to project the illusion for the entire time.  It is a Will Sv DC 12 + telepathic class bonus to disbelieve.  If appearing before a group, only the one with the highest Will Sv rolls.  Must keep successfully rolling to use power for more rds.  Other psychics are immune to this ability.

+3 Int Bonus (DC 18 to use)
Psychic Attack: Will Sv DC 12 + telepathic class bonus or knocked out 1 turn.  Against a psychic, they are only stunned for 1 rd.

+4 Int Bonus (DC 18 to use)
Mind Control: Will Sv DC 12 + telepathic class bonus or subject is controlled for 1 rd per Int Bonus.  The psychic must be concentrating for the entire time.  A psychic being controlled gets to save against it every rd.  This power is very taxing.  It can only be used successfully once per turn/encounter and requires 1 turn of rest afterward.


Psychokinetic abilities are keyed off of your character’s Wis Bonus.  The higher the bonus, the more abilities.  A character must be concentrating to use an ability and can only use one at a time.  PK ability use is Wis Bonus +3 (PK class bonus may be increased to up +5).  Any failed ability use will drop the character’s PK ability down to only their Wis Bonus until they have rested for 1 turn.  

+1 Wis Bonus (DC 12 to use)
Telekinesis: Can lift or push 20 lbs per Wis Bonus for 1 rd.  This force doesn’t cause direct damage, but dropping something heavy on someone or pushing them off a cliff will.  Fort Sv DC 12 + PK class bonus to resist.  Must keep successfully rolling to use power for more rds.

+2 Wis Bonus (DC 12 to use)
Thought Shield: Deflects physical attacks and intrusion (though also prevents anything coming out), 10’ radius per Wis Bonus area, 10’ high, (though it will mold to environment).  Non-physical attacks, such as gas, light, sonic, psychic, non-physical magic are not deflected.  The psychic cannot move, but is able to do other actions while keeping up the shield.  Lasts 1 turn/encounter, but can be dismissed at will.  The psychic must rest for 1 turn after successfully activating a shield. 

+3 Wis Bonus (DC 18 to use)
Force Bolt: Against inanimate objects, this power will punch a hole through or shatter fairly easily breakable objects (plaster, thin metal, wood).  Higher density objects, such as steel and concrete, require two hits.  Against living creatures, Fort Sv DC 12 + PK class bonus, or 1d6 x Wis Bonus damage + stun 1 rd.

+4 Wis Bonus (DC 18 to use)
Molecular Destabilization (MD or Firestarter): Against inanimate objects, if flammable, they will catch on fire; if noncombustible, they will melt.  Figure about a 10’ squared area of effect.  Against living creatures, Fort Sv DC 12 + PK class bonus, or 1d10 x Wis Bonus damage.  Anything flammable on the person will catch fire as well (1d6 damage/rd until smothered).  This power is very taxing.  It can only be used successfully once per turn/encounter and requires 1 turn of rest afterward.

Tuesday, January 7, 2014

CYBER-PULP FANTASY CORE-Artificial Implants 2

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


ARTIFICIAL IMPLANTS Continued

Implanted Glands

Unlike an Ability Boost, an Implanted Gland only temporarily boosts stats and abilities.  Frighteningly, they can be removed and re-implanted.

Adrenal Gland: Dex Bonus is boosted to +4, which is added to Initiative, Ranged Attack, and AC.  The effect lasts for an encounter/turn.  It may be used Con Bonus times a day.  Any physically stressful situation will automatically start to activate the gland.  A DC 12 Will Sv is needed to stop it from happening.  Requires 1 turn of rest immediately after use.  Has the side effect of making any sort of precision or concentration work impossible for the rest of the day after any usage (Sniping, Stealth, Hacking, Spellcasting, etc).  (The player may role-play being twitchy and hyperactive, if they wish.)    

Steroid Implant: Str Bonus and Con Bonus are boosted to +4, which is added to Melee attacks and damage, and 20 temporary hp.  The user also has the “Die Hard” ability to normally function at 0 to –10 hp (-11 or lower is immediate death) for 4 rds.  The user may “Hulk out” Con Bonus times a day.  Any physically stressful situation will automatically start to activate the gland.  A DC 12 Will Sv is needed to stop it from happening.  Has the side effect of making any sort of precision or concentration work impossible for the rest of the day after any usage (Sniping, Stealth, Hacking, Spellcasting, etc).  (The player may role-play being angry and argumentative, if they wish.)      

Induced Tachypsychia Implant (or Tach Implant): The user is able to enter into a state of Hyper Awareness, which gives them two special abilities.  Both are mentally activated by user when willed on. 

Trance-The user can “zone out” for 1 rd and can completely process every sight, sound, smell detail in the area for that time.  For example, picking out someone in a crowd, finding a Secret Door in a room, or getting a code from watching someone enter a series of numbers on a keypad.  This may used once per turn.  The user is functionally helpless in this state, so be judicious if using it in combat.

Bullet Time-The user goes physically hyper and can take 3 actions in a rd. The downside is that they are physically helpless, but still conscious, for 1 rd immediately afterward.  They may not attack or defend themselves in that time. This ability can be used Con Bonus times a day and can only be used once per encounter/turn.

Regeneration Implant: The user can completely heal all damage with 1 turn of rest.  They must enter into a state of complete dormancy to do so, and are completely helpless in that state.  This ability may be used Con Bonus times a day.  If ever brought below 0 hp (up to –10), they will automatically recover to 1 hp in 1 rd, and may recover fully with 1 turn of dormancy from there.  The Regen Implant is willed on, but will start automatically at sub 0 hp.

Bionic Replacements

Requires that the user’s Str and Con Bonuses must at +4, as well as having the Skeletal Augmentation upgrade. These are detectable by scanners, but can be passed off as medically necessary (to repair a crippling disease or accident damage).  They are susceptible to EMP, which will immobilize the user until serviced.  These implants are too specialized to be implant harvested.

The user gains these two abilities.  Bionic Legs-User can run up to 60mph for 1 turn/encounter.  Must rest for 1 turn after use.  Bionic Strength-Str Bonus boosted to +6 with appropriate bonuses to Melee BAB and damage.  User can punch through cinderblocks and bend steel rods.  

Cybernetic Replacement Limbs

A false limb replaces a real one.  The limb will look and feel perfectly normal and will be normal in operation.  The inside of the limb can contain a concealed weapon and other small, hidden items.  Adding features to a Cybernetic limb do not count as additional Implants.  They can be shielded against scanners, but are subject to EMP.  Shielded Cybernetic limbs are considered to be illegal.

Implanted Armor

If the wearer is ever brought to 0 hp, the armor is considered ruined and must be repaired (3 XP) to provide any protection.  Worn armor may be worn over Implanted Armor.  Mesh, Hard, and Mirror Skin may not implanted together (pick one).  Skeletal Augmentation, if desired, must be done before any skin implants (otherwise it’s another 3 XP to take the skin off and on).

Mesh Skin: A sub-dermal implanting of a flexible kevlar mesh covering vital organs.  It is detectable by body scanners, but might not cause too much suspicion as former Special Forces and government agents often have the implant.  +2 to AC.

Skeletal Augmentation: A High Density Ceramic covering of the users’ skeletal structure.  Adds +2 to AC.  It is not detectable by scanners.

Hard Skin: Illegal implant.  A full dermal replacement.  The organic surface feels and looks like normal skin and is undetectable until hit with force.  The flexible HD ceramic underneath then stiffens into an armor plate.  +4 to AC.  The skin layer does require maintenance, especially after any combat encounters (1 XP).    

Mirror Skin: Illegal implant.  A full dermal replacement with an electro-static refractive layer.  Essentially a personal Camo-field that can blend the wearer into their surroundings (including their clothes and any held items).   It is charged by body’s own electrical impulses, but can only operate for 1 turn, before needing to be recharged for an hour.  It is undetectable and is turned on with an implanted switch.  +4 to Stealth.       

Force Field: Highly illegal implant.  The user is implanted with a personal force field generator.  It is good for 1 encounter on a charge.  There is no bonus to AC, but it absorbs 20 hp of physical damage before collapsing.  Non-physical attacks, such as lasers, gas, psychokinetics, magic, and sonics, are not deflected.  It is activated by an implanted switch.  Recharging takes 1 turn.  It is detectable by scanners.  This is a different technology than a Force Field Generator and does work differently than a Thought Shield.         

Implanted Weapons

All Implanted Weapons are illegal.  Openings are covered by retractable, fake skin, which will require some regular, minor maintenance.  

Blade Weapon: Requires a false, Cybernetic arm.  Retractable HD ceramic knife.  Undetectable by standard body scanners and metal detectors.  Usually concealed in forearm and sprung by an implanted switch.  Requires 1 rd to be locked back into place.  1d8 damage.  

Wire Weapon: Requires a false, Cybernetic arm.  Requires Retractable mono-filament wire.  Undetectable by standard body scanners and metal detectors.  Usually concealed as a detachable thumb or finger.  A hit causes 1d12 damage.  A hit on a Natural 19 and up, DC 18 Ref Sv or decapitation.  Otherwise, no damage.  Mono-wire will generally cut through anything and can be used for many utility purposes.

Retractable Claws: Requires false, Cybernetic fingertips be installed, but not necessarily a complete arm replacement.  Little retractable HD ceramic knives in the fingertips.  Undetectable by standard body scanners and metal detectors.  Activated or collapsed by a series of finger flicks.  1d4 + Str bonus damage.  Can easily cut through rope or plastic bonds, and even metal handcuffs in 1 turn.

Shocker: The user can deliver a stunning shock via contact (melee or even a handshake).  DC 12 Fort Sv or stunned 1 turn.  Activated by an implanted switch and then must be discharged (which requires touching or hitting someone or something).  It is charged by the body’s own electrical impulses.  Takes an hour to recharge.  It is detectable by scanners. 

Implanted Gun: Highly illegal.  Requires a false, Cybernetic arm.  Typically a pointblank or close assassination weapon as it is virtually un-aimable.  The barrel mouth is concealed in the palm and may be detectable by scanners unless other precautions are taken with it.  It is activated by cocking a finger in a particular manner and pulling back on another.  2d10 shotgun blast.  The user will also be stunned for 1 rd.  One shot, requires 1 turn to be reloaded. 

EMP Blaster: Highly illegal.  Can be concealed anywhere and is undetectable by standard body scanners and metal detectors.  Activated by a series of two physical motions and with a command phrase (one to arm, one to fire).  Will short out or shutdown all electronics in a room (about 40’ radius).  There is enough stored charge for one shot.  Recharging takes 1 turn via an electrical outlet.     

Monday, January 6, 2014

CYBER-PULP FANTASY CORE-Artificial Implants 1

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


ARTIFICIAL IMPLANTS

[I highly suspect that certain combinations of implants may prove to be game breaking.  You were warned.]

Upgradeable Implants always start off at the lowest level.  Upgrades (if available for that implant) can be purchased via XP.  Upgrades do not count as additional upgrades.  Some Implants can even be stolen in a procedure called Implant Harvesting (sounds like an adventure hook).  The thieves would need to capture an individual, alive and undamaged, and deliver them to a Butcher (an illegally practicing doctor) to remove the Implant (and possibly insert it into someone else).  The entire procedure would be about 8 XP (3 to remove, 5 to implant).  

Cybernetic Implants may be vulnerable to EMP’s.  The Implant would be shutdown, perhaps leaving the user vulnerable.  It is a DC 12 Hardware skill fix. Obviously a Hacker needing service, can’t work on their own Implants.  It costs 1 XP for someone else to do the service.

Illegal implants, if found, are subject to removal by the authorities.  Some illegal implants could be overlooked under the right circumstances (bribe, authorities owe character a favor, etc).  Those marked as “Highly Illegal” will cause immediate arrest if discovered.  Of course, Corporate and Government agents may possess them.  (And could be relieved of them with a proper medical procedure.)

Feel free to go nuts thinking up new artificial implants. 

Ability Implant Boost

For a prime class ability it can be increased to +4.  For a normal ability, it can be raised to +2.  For a sub-prime ability, it can be raised to +1.  This is a permanent enhancement that can’t be removed.

Cosmetic Surgery

Can change a character’s appearance (never know when your character might need that).  It can also increase Cha Bonus by +1 (one time bonus, not cumulative), if desired (depending on the situation, you might not want to look pretty).  If the character undergoes more than three Cosmetic Surgeries, their Cha Bonus drops to 0, and they become hideously and obviously sculpted on.     

Data Jack

Wetware.  Allows direct neural access to a computer network.  It is usually via wireless communications, but there is an actual physical plug in the back of the neck where a com line can be attached.  User must be able to concentrate (not in combat or running) to use it.  Data Jacks start at +1 and may be upgraded to +4.  The bonus adds to the user’s Software skill.  Data Jacks are subject to EMP.

The user may be hacked or tracked (DC 12 + Software Skill + Data Jack bonuses).  A successfully hacked user is rendered unconscious 1 turn and may be subject to mental suggestions and artificial memory implants (Will Sv DC 12 for a lower HD hacker, DC 18 if equal or higher). They are detectable by body scanners, but are common enough to not usually raise any suspicion.   

Memory Implant

Wetware.  Requires a Data Jack.  This is just an implanted high-capacity memory storage device.  Data transferred to it is normally encrypted (DC 18 to Hack).         
Can be hacked, but only through a physical connection.  Professional Runners make a living at physically transporting data deemed too sensitive for Net transit.  Characters with the implant can hold almost unlimited amounts of data.  It is not blanked by an EMP, but the Data Jack to access it may be disrupted.   Memory Implants are detectable by body scanners, but are common enough to not usually raise any suspicion.  

Cybernetic Eyes

Wetware.  The consumer model, simply records for 1 turn (without a Memory Implant) and can be blanked by an EMP.  It can be upgraded to the professional model, which includes night vision, thermal optics, x-ray vision, telescopic/microscopic zoom, and laser beams.   (Just kidding.  No.  No laser beam vision).  They are not able to see those hidden by a Shadow Cloak or Mirror Skin, but thermal vision can show traces of where they’ve been.  Eye functions are activated by a command phrase or a series of taps on the temple. 

These eyes can be hacked (DC 12 consumer, DC 18 or higher for pro or celebrity eyes).  This could allow the hacker to see through someone else’s eyes in real-time.  They are scanner detectable, but so common as to not be noticed.  Cyber Eyes are subject to EMP, effectively blinding the wearer, until maintenanced.

Unless specified, most Cyber Eyes are clearly unnatural, in color and/or shape, usually bearing a little brand logo on them.  This is because these eyes are status symbols.  Reality celebrities, who broadcast their interesting, exciting, and glamorous lifestyles, are sponsored by various Cyber Eye companies.  Mostly though, people with this artificial implant just want to look like celebrities.

Cybernetic Ears

Wetware.  Illegal.  In addition to long range, super sensitive hearing (like picking up a whisper in a stadium full of people), this implant includes a radio scanner (police and fire and even military with a Crypt Key) and a WiFi connection for picking up cell calls and Net traffic in the vicinity.  It even works as a cell phone.  Most functions are voice-activated, though they can also be used via a Data Jack and a Data Pad.  Requires concentration to be used.  Encrypted signals can be saved with a Memory Implant and decrypted later or in realtime with a Crypt Key Implant.

Government agents are often implanted with this wetware, but it is removed when they are out of the service.  They are scanner detectable, subject to EMP (which effectively deafens the wearer until maintenanced), and can be hacked starting at DC 18.

Crypt Key

Wetware.  Highly illegal.  Puts a special decryption key processor into a Memory Implant.  May require 1d4 hours to break an encryption, but it will do it.  If the needed key can be procured beforehand, it can be uploaded and decryption can start immediately.  It is not detectable by a scanner, shielded against EMP, and theoretically can’t be hacked.  One wonders where these things come from.  Whoever makes them, individually tags them, and will track them down if lost or stolen.  These implants are rare.  Assuming a character can even find one, it will also be difficult to find a Butcher (illegal doctor) willing implant it.   

Friday, January 3, 2014

CYBER-PULP FANTASY CORE-Character Edges

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


CHARACTER EDGES
Every character starts off with Edges that give them an advantage over the average member of their profession.  They may even have some small fame and a nickname based on those Edges.  Feel free to think up more Edges of your own.   

Special Weapon, Armor, Equipment: This can include any number of possibilities: a heavy weapon, special armor, magic armor, magic weapon, a magic item like a Wand of Lightning or a Crystal Ball.  

Artificial Implants: See the Artificial Implants section for more details.

Special Transport: Items like a super fast motorcycle, a van with a hacking lab, or even a hover vehicle (like a Blade Runner Spinner, called a Lever).  All of the licensing for this vehicle (and the driver) is fake, if that ever becomes an issue.   

Cash Stash/Special Funding: Character doesn’t have money problems, only problems resulting from how they acquired it.  They may be constantly on the run, have to stay anonymous (change ID’s and their looks every time they’re made), or have to do constant favors for their benefactor.

Additional Ability Bonus: For a prime class ability it can be increased to +4.  For a normal ability, it can be raised to +2.  For a sub-prime ability, it can be raised to +1.  This is not an Artificial Implant, but rather a stat change.  Any further Ability score boosting is considered artificial.

Spells: An Occultist may acquire an extra spell, up to 3rd level.

Tech/Magical Upgrade: Their standard equipment has a special ability, such as a special Data Jack that is immune to tracking or a Kevlar shirt that also masks the wearer from scanning.

Lucky: Never takes full damage from a failed save, only 1/2 damage (if applicable). If a successful save gives 1/2 damage, then takes no damage.  May immediately re-roll any failed skill use once per turn/encounter.  Gain the Escape Artist skill (Dex + Int)/2 +3 (can be increased up to +5).

Special Skills: The character has a skill outside of their current class.

Professional Driver Skill: (Int + Dex)/2 +3 (can be increased up to +5).  Character has experience in combat (including tanks), police work, racing, or perhaps a Grand Theft Auto lifestyle.  They are adept at driving under dangerous conditions.  This allows for special driving maneuvers (like car blocking) and an ability to avoid crashing in very hazardous situations, like being hit by gunfire.  Non-professional driver’s skill is only (Int + Dex)/2.

Pilot: (Int + Dex)/2 +3 (can be increased up to +5).  Character is able to fly transport and recreational types of aircraft, as well as helicopters and Levers (flying cars).   DC 12 to familiarize themselves with an aircraft they haven’t flown before.  (This attempt can be re-rolled with further examination.)  DC 12 to avoid crashing if hit by arms fire.  DC 18 to crashland if aircraft is critically damaged.  Piloting fighter aircraft and dogfighting is outside the scope of these rules.  Characters without this skill cannot pilot any aircraft.

Medic: (Int + Wis)/2 +3 (can be increased up to +5).  Can treat a dying person and reduce the patient’s Fort Sv to recover to DC 12.  Can treat poisoned and diseased conditions with Med Kit, DC 12.  Medical Knowledge DC 12 general, DC 18 specific.

Demolitions: (Int + Wis)/2 +3 (can be increased up to +5). Character can safely and effectively use all types of explosives.  

Thursday, January 2, 2014

CYBER-PULP FANTASY CORE-Sample Occultist Characters

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


SAMPLE OCCULTIST BUILDS
(These are just possibilities, not formal class roles.  Please experiment.)

Human Tech Wizard
+4 Int Bonus, +2 Wis Bonus, 1 XP
Hp 18, AC 12 (Kevlar Shirt), BAB +2
Fort +1, Ref +1, Will +6

Edges: Int Boost, Bonus Spell, Cybernetic-Eyes

Spell Check +7
Exorcist +5, DC 12, 3d6 damage, 30’
Occult Knowledge +7
Séance +5
Healing x 2 day
Fearless

Melee: Combat Knife +2 to hit, 1d6
Ranged: Auto Pistol +2 to hit, 2d6, 15 bullet clip, S, 2 extra clips


Pixie Hardcore Wizard

+4 Int, +4 Wis, +2 Cha, 0 XP (used for magic weapon)
Hp 18, AC 14 (none, natural), BAB +2
Fort +1, Ref +1, Will +8

Edges: Int and Wis Boost
Flight ability
Charm +6
Infravision
Immunities: Sleep, Charm, Paralysis

Spell Check +7
Exorcist +7, DC 12, 3d6 damage
Occult Knowledge +7
Séance +7
Healing x 4 day
Fearless

Melee: Stun Whip +2 to hit, 1d4 + Stun 1 rd, reach 5’, Entangle/disarm on Natural 17 and up hit, 10 charges, 1 turn to recharge
Ranged: Wand of Fireballs, DC 15 Spellcheck to activate (failure doesn’t count against spell limit), 13 damage (6 + Spellcheck) + 1d6 rd continuing damage until extinguished, 6 shots, recharge 1 XP, 1 turn ceremony.

Half-Elf Cool Wizard

+2 Int, +2 Wis, +1 Cha, 1 XP
Hp 18, AC 13 (Kevlar Jacket, looks like black leather jacket), BAB +2
Fort +1, Ref +1, Will +6

Edges: Hovercycle, Magic Weapon

Crackshot: +3 damage with single shot weapons
Detection +5
Stealth +4
Infravision
Immunities: Sleep, Charm, Paralysis

Spell Check +5
Exorcist +5, DC 12, 3d6 damage
Occult Knowledge +7
Séance +5
Healing x 2 day
Fearless

Melee: Rapier (telescoping blade) +2 to hit, 1d6
Ranged: +2 Magic .44 Revolver (Hammer) +4 to hit, 2d8+5 (+2 magic bonus +3 racial bonus), 6 shots, S, 12 extra bullets


Occultist Spells: 3 failures in Encounter/Turn before needing 1 turn rest
3rd Level (DC 15 to Cast, DC 15 to Save against)
Lightning Bolt: 6 + Spellcheck damage + Knocked down + Stun 1 rd, Ref Sv ½ damage, shorts out electrical equipment
(Human Bonus spell-Fly: 5 turns)

2nd Level (DC 14 to Cast, DC 15 to Save against)
Web: 20’ area, lasts 4 rds, Ref Sv to avoid, DC 18 Str or Escape Artist to get out
Knock: Open doors, magic doors DC 11 + ½ caster level

1st Level (DC 13 to Cast, DC 15 to Save against)
Magic Missile: 4 + Spellcheck damage + Knocked down, Ref Sv ½ damage
Shield: +4 to AC, encounter
Sleep: Up to 4 individuals, Fort Sv
(Human and Pixie extra spells)
Summon Monster (1 turn Ceremony): 1 HD, 8 hp, AC 11, Claw +1 to hit, 1d6+1 damage, Fort Sv +1
Magic Weapon: +1 for one encounter
Feather Fall: Fall slowly
Identify: Magic items