Wednesday, February 19, 2014

CYBER-PULP FANTASY CORE-NPC Associates

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

NPC's and Monsters Index

These are NPC’s your characters know or have heard of.  They’re sources for information and jobs.

Jim the Butcher
A Butcher is a doctor in the Shadow World, who’s lost their legitimate license and has to practice outside the law.  This can be for various reasons, not necessarily malpractice or for performing illegal, experimental procedures (but it’s not a bad bet).  Jim, a Human, won’t give you his backstory.  He did your group’s Implants and is your source for Regen Patches.  He also has a lot of medical and implant knowledge along with a bunch of contacts in the industry.  You’d best treat him well and make sure he’s protected.   

His practice offices are well hidden (as another business) and require the right contact phrases to enter.  Inside there are several thugs who double as nurses, not to mention there’s likely to be a former patient or two around, badasses with implants.  Seemingly everyone, including the characters, owe this guy favors, but he’s always helpful to those in need and will leave the office to do so.

HD 7 (d6), Hp 21, AC 14 (None), Enhanced Init +4
Fort +2, Ref +6, Will +9
Melee: Won’t fight generally, +3 to hit
Ranged: Won’t fight generally, +7 to hit

Teleportation Amulet: Good for one trip a day to a pre-designated location, his safe house.  Requires a code phrase to activate.


Mazzy the Halfling Web Gypsy
The Romany occupy an essential niche in the Shadows.  They are the premier underground information dealers.  The Web Gypsies seldom get their own hands dirty gathering or stealing data, but broker deals for those who do.  However, their software and hardware skills are formidable.  As highly mobile tribes of Zeros, the Gypsies are almost untraceable.  Unlike their disreputable ancestors, the cyber-Romany are far more trustworthy than anyone else in the Shadows.  Their honor is ironclad, and they can back it up against anyone who offends or crosses the tribe with their still potent mystical cursing ability.  Of course, nowadays they can text, tweet, or e-mail their ill tidings (Subject: “Hi, you’ve been cursed!!!). 

Mazzy is the group’s initial contact with the Gypsies.  She’s a happy, free spirit, a refreshing change of pace in the Shadow World.  For a reasonable price or future favors, Mazzy is more than willing to run down any information the group needs, where to go to get certain equipment, and where to find certain people.  All the group knows about her personally is that she’s not Romany by birth, and that she was a soldier in the Last War.  The tale is that she was on the run after being Blacked Out and did a favor for the Hopeless Romantics tribe, who took her in.  Mazzy is more combat capable than the average Web Gypsy, so she does take on field assignments.  

HD 5 (d6), Hp 20, AC 14 (None, +2 racial, +2 Dex Bonus)
Fort +5, Ref +6, Will +1
Melee: Shock Rapier (retractable blade) +5 to hit 1d6 + Stun 1 rd, 10 charges
Ranged: Assault Pistol 30 shot clip, S
+7 to hit 2d6 single shot
+7 to hit 2d6 x 1d2 burst (DC 12 Ref Sv ½ damage), 3 bullets
+2 to hit 2d6 x 1d2 spray, up to 3 adjacent targets (DC 12 Ref Sv ½ damage), 6 bullets

Hacking/Hardware +7
Spellcheck +7 (however, she only knows 2 spells)
Heal: DC 12, All hp damage, may cast 3 x day
Curse: Once per day (DC 18 to cast).  Will Sv DC 18 (this is a special case) Forbidden spell, Ceremony spell, requires a sympathetic personal object from the victim.  This spell is not cast without a mitigating cause, someone has done some type of harm or insult to the Romany.  The effects should be creative and fit the crime.  A gypsy witch may dispel it at will (good luck with that), otherwise it will require a paladin, err. . . priest (good luck with that too) or someone with similar powers to break the curse.

Other Skills
Charm +7
Stealth, Escape Artist, Pick Locks +6 
Detection (traps, ambushes), Find (Secret Doors and Items) +7 
(Unlike the rest of the Gypsies, Mazzy isn’t very good at dancing or singing.)

Tuesday, February 18, 2014

CYBER-PULP FANTASY CORE-Aliens

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

NPC's and Monsters Index

[Sorry, I forgot to mention that I was off Monday]

(Sure, why not throw in Space Aliens?)  Yes, this world has been visited throughout Humanity’s history by advanced beings from Outer Space.  These races have usually found little of interest here.  They take some samples, perhaps engage in some deity impersonation, but seldom stick around to make any worthwhile contributions.  This world is not even worth the minimal effort it would take them to conquer it. 

But these beings have left behind their technology, either from neglect or by accident.  Modern Humanity in the advanced nations has been able to decipher some it to their benefit.  They’ve kept it all secret of course, to maintain an advantage in a contentious world.  Carefully (and sometimes not so carefully) controlled discoveries have been put into wide release to see what private entrepreneurs would make of them. 

Technology has advanced and governments and certain powerful cabals have harnessed it to actually make contact with Alien cultures.  Forget for a moment, that these people had only the vaguest notion that there are a multitude of Alien races out there and no idea as to their disposition and motives.  Some are benign, some hostile, some allied with one another, some at war, mostly they are indifferent to primitive voices.  Those few who answered the calls, recognized an exploitable opportunity. 

Creepers

A race of insect-like Aliens has set up a secret hive on earth.  How these creatures arrived here is a mystery, though the WY Corp seems to have had something to do with it.  What they’re doing here is obvious: mealtime!  These bugs are ferocious, stealthy hunters, who paralyze their prey and bring them back to the hive for later consumption.  The stats listed here are for a Drone.  The Queen is much more impressive.

HD 3 (d10), Hp 28, AC 18 (Natural), Enhanced Init +4
Fort +3, Ref +4, Will +1
Melee: 3 att/rd, 2 Claws +7 to hit, 1d6+3 and Bite +7 to hit, 2d6 + DC 12 Fort Sv paralysis 1 turn
Ranged: Spit +7 to hit DC 12 Fort Sv paralysis 1 turn
Stealth +6, Burrowing and hiding are favored technique
Tremorsense, Blindsight


Dopplegangers
When the Duply Corp found and was able to decipher the use of an Alien communication device, they made contact with the Dopplegangers, a race of shapeshifters.  These creatures came down, met the company’s senior management, took their forms, and killed the originals, in short order.  A few employees have noticed a change in their behavior and not known what to make of it.  The Aliens are still in charge and using the company to further their goals on this planet, which are left up to you.     

HD 4d8+4, Hp 22, AC 15 (Natural), Enhanced Init +3
Fort +4, Ref +5, Will +6
Melee: Slam +5 to hit 1d6+1
Ranged: Energy Pulsar +7 to hit, Unlimited shots, DC 18 Int Check to figure its use if the person has seen it in action.
Stunner mode DC 12 Fort Sv or Knocked out 1 turn, Area effect 20’ DC 12 Fort Sv or Stunned 1 rd
Blaster mode 2d12 single shot, +3 to hit spray up to 4, 2d12 DC 12 Ref Sv ½ damage, may also be set to slow bore through metals

Disguise +9, Dopplegangers physically take another’s form.  They need to see and hear someone in person to do so.  It takes them only 1 rd to change form.  Their disguise will only drop if killed.  A True Seeing spell or some other magical sight device will see their true form, a pale, almost featureless humanoid.

Telepathic +6 (+4 Int, +2 HD)
DC 12 Sense Thoughts and Psychometry: These abilities are used to enhance their subterfuge.


Pod Plant
An Alien Creeping Vine infestation.  It’s another mystery how this got on this planet.  Whoever brought it here has unfortunately let it get out into the wild.  This plant produces blooms, which fire anaesthetic spores at living victims.  While they sleep, vines move in and destroy the brain of the victim and implant a pod in them.  The victim becomes a zombie of sorts, which protects the plant and tries to bring others to it.  A day later, the zombie wanders off and dies and another Pod Plant patch forms within 24 hours.  

HD 3 Per 20’ patch (d8), Hp 24, AC 12 (Natural)
Fort +3, Ref +0, Will +3
Melee: none, though vines can rise up and be a nuisance
Ranged: 2d6 blooms/patch, 1 Pollen Blast per bloom, Close Range, DC 12 Will Sv or unconscious 1 turn
Regeneration +3 hp/rd, unless attacked with fire, frost, magic, plasma, lasers, or energy.

Pod People
HD 2d12+3, Hp 16, AC 10 (none, unless they were wearing it when converted, in which case add it), always act last in rd.
Fort +0, Ref –1, Will +3
Melee: Slam +2 to hit 1d6+1
Swarm: +2 to hit, up to 4 may grapple the same opponent, +1 to hit per additional attacker, DC 12 + 1 per additional attacker Str Check or Escape Artist to break


Titans
A race of Space Giants.  They travel via teleportation tunnels.  A consortium of Corporations (including Corp-America) contacted them and have dealt with them in return for technology.  What the Titans are getting out of this deal is left up to you.  Regardless of intentions, these creatures are tremendously powerful.  They do seem limited to only a 1-hour stay on earth.

HD 14 (d8), Hp 112, AC 20 (Natural, none)
Fort +14, Ref +3, Will +6
Melee: Slam +14 to hit 1d4+9 or rock/heavy object +9 ranged (2d6+9)
Ranged: Chain Lightening 20 damage + Stun 1 rd + Knocked Down + Two secondary bolts 14 damage + Stun 1 rd, DC 12 Ref Sv ½ damage, they may use this attack once per encounter.
Immune to all mental and magical attacks
Levitate and Invisible (0 BAB to attack them, they may not attack while invisible) at will
Heal all damage and conditions for others, once per encounter
(Doubtless the Titans have very high technology, but they do not bring it with them, except as trade items.  They’re pretty potent in their native form anyway.)


Brain Lasher
(Borrowed from Mutant Future, who adapted it from the famous D&D creature.
***goblinoidgames.com/mutantfuture.html***)
Humanoid creature with a squid-like head.  The Brain Lashers are insufferably elitist Aliens, who think themselves superior to all other lifeforms.  (Other Aliens hate them too.)  This planet and its inhabitants finally piqued their interests when psychic powers began to manifest.  This interest usually takes the form of abductions and experiments.  They may be trying to figure out if Humanity will ever be a threat to them, thus necessitating extermination. 

The Brain Lashers are one group of Aliens who were definitely NOT invited to earth.  Corporations have been employing their own psychics as an Early Warning System against their spaceships’ intrusions and have been trying to actively combat them.

HD 9 (d8), Hp 36, AC 14 (Natural) Also have a personal Force Field that will absorb 20 points of physical damage.
Fort +3, Ref +3, Will +6
Melee: Will suck out the brains of unconscious or helpless opponents, takes 1d4 rds. 
Ranged: Energy Pulsar +7 to hit, Unlimited shots, DC 18 Int Check to figure its use if the person has seen it in action.
Stunner mode DC 12 Fort Sv or Knocked out 1 turn, Area effect 20’ DC 12 Fort Sv or Stunned 1 rd
Blaster mode 2d12 single shot, +3 to hit spray up to 4, 2d12 DC 12 Ref Sv ½ damage, may also be set to slow bore through metals

Telepathic +10 (+5 Int, +5 HD)
DC 18 Psychic Attack: DC 12 Will Sv out 1 turn.  Against a psychic, they are only stunned for 1 rd.

DC 18 Command: A Brain Lasher may takeover a victim, DC 12 Will Sv to resist, lasts for 5 rds.  The Brain Lasher must be concentrating for the entire time.  A psychic being controlled gets to save against it every rd.  Brain Lashers may use Command successfully once per Encounter.

Thralls: Anyone failing three consecutive Command attempts (not even necessarily on the same day) against a specific Brain Lasher, permanently enters into their service.  A Brain Lasher may keep up to 5 such servants.  This servitude need not be blatant either.  They may keep “sleeper” agents.  All Thralls are mentally linked to their Brain Lasher and will not fight their master or allow them to be harmed.  Only the death of the Brain Lasher frees them.

Daytona Qualifying 2-16-14



Conspiracy.  It’s a big word, filled with all sorts of bad connotations.  Did NASCAR conspire to put Austin Dillon and the return of the #3 car on the pole, just like they did last year with Danica?  Well, like I said, it’s a big word, and therefore it’s unlikely that the brain-trust that runs NASCAR knows what it means.  Then again, his image was already in the NASCAR logo bumper spot before winning the pole.  Hmmm. 

Actually I was happy to see the kid in the cowboy hat with the winning smile take it.  Unlike some Nationwide drivers who have enormous marketability but very little in accomplishments to back that up, Austin actually enters the Cup series with a decent pedigree.  Speaking of Danica, if the kid does well, look for him to unseat her as NASCAR’s darling.  Don’t worry Junior fans.  His place is secure.  You’ll get your, “Where’s Junior?” updates throughout the race, as usual.

I’m fully convinced that Richard Petty’s comments earlier in the week about Danica’s ability to win races, regards of how he really feels about the subject, were essentially a marketing promotion by NASCAR.  One, it reminded the fans that Danica was still driving in the series.  Two, it provided a pointless controversy for the fans and commentators to argue about to promote the race.  I think she’s got the equipment and the talent to back into a couple of race wins, you know, rain delay, fuel mileage, field-clearing wreck type wins.  And if she does win, I guarantee, she’ll make a spectacle and embarrass herself in short order afterward.  That’s the next phase of the Danica Experience, not to spoil it for everyone who wasn’t watching her other racing reality show, the IRL.

Where’s Daryl Waltrip?  He wasn’t doing the qualifying.  I don’t know if he was doing the Sprint Unlimited race.  Did he retire?  Quit?  Get fired?  Eh, who cares?  [Update: He was in emergency surgery.  My apologies and condolences.]  If Phil Parsons is taking his spot in the broadcast crew, he’s going to have to speak up some more.  It might also help to know who he is.  Michael Waltrip is still there unfortunately.  Racing isn’t like baseball.  A great race call isn’t going to make a bad race interesting.

I was kind of hoping for a little more discussion about the myriad of rules changes NASCAR made over the off-season.  I guess there was no point in talking about the new qualifying format, since it didn’t impact this race.  Given how boring the current format is, I guess new F1-style format is okay as I understand it (which I don’t, so little wonder I’m ambivalent).  I doubt anyone will be watching them either way.  There’s a new penalty structure for some infractions, which likely won’t dissuade anyone anyway.  There may be some new rule about wrecked cars going to the garage not being able to re-enter the race.

Then there’s the “Win and you’re in” new points structure.  It’s not much more complicated than that.  Win to get into the Chase, win to move on in the Chase, and then be the top finishing driver in the final race out of the final four.  I really wonder how this is going to work.  I know the fans want to see the drivers go for wins more than points racing.  I do too.  This format seems like too simplistic a reaction.  It will likely be taken advantage of, create a very controversial ending to the final race (perhaps by design), and will be heavily revised next season. 

Back to the qualifying, I would have had the Sprint Unlimited race on Fox and put the qualifying Fox Sports 1.  Given the fan voting format making the Unlimited something of a joke (with a big payday), I could live with missing it though. 

Two quick awards. 



Coolest car, rookie, Alex Bowman’s Dr. Pepper car.



Handsomest driver, again a rookie, Parker Kligerman.  Seriously, the guy looked like he walked out of Central Casting.  Here’s your female market focus NASCAR, and he’s got as many wins in Cup as Danica.   


Let’s go racin’ next weekend.    

Friday, February 14, 2014

CYBER-PULP FANTASY CORE-Humanoid Cybers

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

NPC's and Monsters Index

Biodroid
A human brain and nervous system implanted into a humanoid robot body.  Something of an upgrade of the “Blue Banger” prototype (described later), as reflexes have been enhanced without sacrificing armor.  The ethics behind the creation of this creature and psyche of the “person” inside it are highly debatable.

HD 8 (d12), Hp 48, AC 20 (Armored)
Fort +10, Ref +2, Will +0
Melee: Power Punch +12 to hit, 1d6+4 + Stun 1 rd
Ranged: Shoulder Mounted Chaingun +8 to hit 2d10 x 2 (DC 12 Ref Sv ½ damage) 10 Bursts, L, Doesn’t do Spray attacks.  Gun and ammo drum cannot be quickly removed.  DC 12 Hardware Skill check, takes 1 turn.


Combat Suit
A flying armored suit built by Zencom.  Primarily used by the “Corp” military, a few models have circulated into private Corporate use for heavy-duty security and assault.  They are typically outfitted with up to three options in weapons and equipment (that are powered by the suit).  Destruction of the suit will likely kill the occupant (DC 18 Fort Sv), certainly if the suit is airborne at the time.  Can be recharged fully in 1 hour. 

Armor +6
Anti-Grav Flight Pack 1 hour of flight
Power Punch +3 to damage
Built in Hand Cannon 3d10, 10’ area (DC 12 Ref Sv ½ damage) L, 5 shells
Built in Assault Pistol 30 shot clip, S, 2 extra clips
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

Options
Laser 2d12, M, 10 charges, replaces Cannon
ECM Field Shutdown all electronics, S, 1 shot
Mirror Cloak +4 to Stealth
Hologram Disguise generator Can take any form
Stun Whip 1d4 + Stun 1 rd, Reach 5’, 10 charges
Knuckle Bomber 1d6 + Str Bonus + Stun 1 rd, 5 charges


“Bomber”
Autonomous humanoid combat Android produced by Zencom Corporation.  This creation is highly experimental and not available for purchase.  Currently it is only used for Zencom security and various “special procurements” missions.   

HD 8 (d8), Hp 50, AC 16 (Armored)
Fort +10, Ref +6, Will +1
Melee: 2 att/rd Built-in Combat Knife +11 to hit 1d6+3 and/or Built-in Stun Whip 1d4 + Stun 1 rd, Reach 5’, 10 charges
Ranged: Laser Cannon mounted in mouth +10 to hit 2d12, M, 10 charges, can spray up to 4 at Short range, 1d12, costs 2 charges
Self-destruct: 1 rd to arm with audio warning, 1d4 x 10 damage 20’ radius, DC 12 Ref Sv ½ damage.  They may also be ordered to self-destruct by remote control.
Immune to illusions, psychic attacks, and gas.
Anti-Grav Flight Pack 1 hour of flight
Cybernetic Eyes
Cybernetic Ears
Hologram Disguise generator: Usually used to appear as a normal person to infiltrate a facility.  Of course this won’t fool a scanner, psychics, or any close scrutiny.  1 turn.  Must drop disguise to attack.


Android
The model listed here is for security purposes, such as at a high-class party or residence.  They would be mixed in with the other Android servants.  The typical domestic, service, or entertainment model would not have any armor or weapons and wouldn’t even defend themselves, just call or radio for help.  Of course a hacked Android with a combat profile uploaded would be a different matter (DC 18 Hack). Even as covert security, no matter how detailed, an Android always looks kinda fake  (The ***Link Uncanny Valley**** effect.)

HD 5 (d8), Hp 40, AC 15 (+2 Kevlar shirt, +3 Dex) Enhanced Init. +3
Fort +4, Ref +7, Will +1
Melee: Fist +6 to hit, 1d6+1, or Shock Wand +6 to hit, DC 12 Fort Sv or stun 1 turn
Ranged: Assault Pistol 30 shot clip, S
+8 to hit 2d6 single shot
+8 to hit 2d6 x 1d2 burst (DC 12 Ref Sv ½ damage), 3 bullets
+3 to hit 2d6 x 1d2 spray, up to 3 adjacent targets (DC 12 Ref Sv ½ damage), 6 bullets
Immune to illusions, psychic attacks, and gas.
Cybernetic Eyes
Cybernetic Ears
Data Jack +1
Memory Implant

Thursday, February 13, 2014

CYBER-PULP FANTASY CORE-Non-Humanoid Cybers

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

NPC's and Monsters Index

Data Dog
Man’s best friend, with a Memory Implant and augmented intelligence.  The rationale behind this upgrade is iffy, but the dogs are loyal and can follow fairly complex directions in transporting and protecting data.  A Data Dog is smarter than the average Orc (which isn’t saying much), but keep in mind that they still can’t speak and have a limited prehensile ability.  

HD 1 (d8+2), Hp 6, AC 15 (Natural), Enhanced Init +3
Fort +4, Ref +5, Will +1
Melee: Bite +2 melee, 1d4+1
Track +5
Enhanced Smell, Hearing, and infravision
Data Jack +1


Drones
Flying AI observation and assassination robots.  Usually remote controlled though they can be programmed for a specific target or search pattern.  In flight, Drones are considered to always be at Very Long range from their target.  DC 18 to hack and control.  Very likely to crash if opposing operators start fighting over the controls.

HD 2 (d6), Hp 12, AC 12 (Light armor)
Fort +2, Ref +2, Will +0
Melee: None
Ranged: Up to 4 missiles, +6 to hit autonomously (or by operator skill) 1d6 x 10, 20’ area, DC 12 Ref Sv ½ damage, VL
Laser Cannon +6 to hit autonomously (or by operator skill) 2d12, M, 10 charges, can spray up to 4 at Short range, 1d12, costs 2 charges, note that using the cannon is essentially a strafing run that will bring the drone within range of small arms fire for 1 rd.
Stealth +4 (very quiet operation, won’t be seen by casual observation until it attacks)
Cybernetic Eye (singular) Has the full suite of observation abilities.
Cybernetic Ear (singular) Can pick up broadcast, Com, and data signals.


Nanotech Replicators
Little arachnoid-like robots that specialize in building more of themselves (replicating).  These are illegal, and no one knows who’s making and selling them.  They are infiltration and destruction units, as all it takes is one being smuggled in and eventually it will build up an army.  One Replicator can make another in 1 turn.  Obviously, this becomes exponential growth very quickly.  They typically replicate in hiding, chewing up metals in the area and converting them into new Replicators.  They’ll starting attacking their pre-programmed goal within an hour with a hoard.  They are exceedingly clever at using and controlling electronic and mechanical resources to their advantage against anyone opposing them.         

They usually (and hopefully) turn themselves off and fall apart after achieving their objective.  They can also be turned off with a broadcast command code, which is given to the buyer.  Otherwise, a DC 18 Hack can also cause them to fall apart.  Any attempt to control them via Hacking is begging for disaster.  Each rd, they will actively fight the Hacker for control.  This will stun the entire group, but has the possibility of getting them to run wild (abandoning their mission and just replicating), making it much more difficult to take them out.

HD 1 (d6), Hp 3, AC 12 (Light armor)
Fort +1, Ref +2, Will +0
Melee: Grapple +1 to hit.  Unless pulled off (DC 12 Str Check or shot off or some other creative means), next rd 5 hp acid damage and each rd thereafter.  The victim’s non-Dex AC is also reduced 1 each rd.
Swarm: How they usually attack, at least 4 at a time, up to 8 against a single opponent.  Grapple +4 to +8 to hit, then each starting acid damage
Hacking/Hardware +8


Security Bot
Man-sized arachnid-like robot.  Has a pair of waldoes (hands) that can manipulate objects and a pair of Shock Wands.  Bots are programmed to autonomously patrol and deal with possible threats.  It will use non-lethal force first, unless shot at.  Bots are smart enough to raise alarms, call for reinforcements, and to retreat from superior force.  They may also be remotely controlled.  DC 18 Hacking Skill to takeover, though a controller can reassert control with a DC 12 Hack.  It will be stunned for 1 rd in such a battle.

HD 9, Hp 65, AC 18 (Armored) 
Fort +10, Ref +0, Will +0
Melee: 2 Shock Wand attacks/rd +9 to hit DC 12 Fort Sv or out 1 turn
Ranged: Built-in Chaingun +9 to hit 2d10 x 2. DC 12 Ref Sv ½ damage, 10 Bursts.  L Range, Not programmed to do Spray attacks, Gun and ammo drum cannot be quickly removed.  DC 12 Hardware Skill check, takes 1 turn.   
Immune to illusions, psychic attacks, and gas.
Cyber Eyes
Cyber Ears



Wednesday, February 12, 2014

CYBER-PULP FANTASY CORE-Undead and Demons

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

NPC's and Monsters Index

Zombie (Created by the Z-Strain Gene Therapy)
Old fashioned Animate Dead types of Skeletons and Zombies are pretty much worthless in the modern world (unless your ammunition supply is somehow limited).  The Parasol Corporation sought to rectify this with a powerful contagious, magic genetic mutagen.  Essentially if a live person (any race of Humanity) is infected with the Z-Strain, they will die from it, and then become a Zombie, whose only function is to infect others.  This is not entirely biological.  There is a supernatural component, which equates to possession by a minor demon. 

Of course, the mutagen got loose and wreaked havoc, but was eventually put down (The Long Halloween incident).  While the Parasol Corporation has been dissolved and its executives imprisoned, it’s always been speculated that there were darker forces at work.  The formula has theoretically been destroyed, but new Z-Strain Zombies still keep popping up.  This time however, the infection seems to have a definitively limited lifecycle of 24 hours.  It’s almost like a refinement or a test run or something.       

HD 3 (d12), Hp 18, AC 14 (Dex bonus, though if the infected was wearing armor, add that), Enhanced Init +4
Fort +3, Ref +6, Will +1
Melee: Punch +5 to hit, 1d6+2
Grapple +5 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.  Zombies will usually only grapple and bite a foe once, then they seek to kill the person to speed up the Zombie-making process. 
Bite: Only used on hapless foes, 1 hp damage + DC 12 Fort Sv or Infected,  victim immediately loses all Bonuses, but is still alert and mobile.  Incubates in 1 hr, resulting in death.  If magical healing or the Z-Strain Inoculation (or some other advanced healing) is applied before the hour is up, the victim recovers.  Infected dead rise as Zombies 1 turn later.  Opponents wearing or having implanted complete body armor are safe from infection.  
Ranged: None.  See ***Link*** Expedition to the Doomed Peaks for gun toting type Zombies.


Succubus/Incubus (Created by the S-Strain Gene Therapy)
The modern incarnation of this creature has been created by magical gene therapy.  The recipient is fully possessed by a lustful demon, using their host body for sex.  The host was already a sex addict.  This procedure just rewards and motivates them.  Sex Demons are so far very rare, as the treatment is only in testing.  It seems to be being marketed for the sex industry.  The treatment only works on Humans and Half-Elves.  Only a Detect Demons spell or a physical attack will reveal them to be anything other than normal. 

They are not actually undead, but are immortal, so long as they perform an energy drain on a victim.  Their preferred method would be during sex, but they’ll take whatever opportunity is presented to them.  They are un-aging and perfectly beautiful with a powerful charming ability.  They drain negative hp with each sexual encounter, which may kill the partner.  Sex demons don't keep permanent thralls, in fact they won't have sex with the same person twice.

HD 6 (d8), Hp 33, AC 16* (Natural, only vulnerable to magic, silver weapons, and lasers/plasma), Enhanced Init +3
Fort +6, Ref +6, Will +7
Melee: Claw +6 to hit, 1d6+1 + Energy Drain DC 12 Will Sv or 1d4 negative hp + Stun 1 rd
Soul-Draining Kiss: Energy Drain used on victims either Charmed or unable to actively resist (tied up, stunned, etc).  DC 18 Will Sv or 1d10 negative hp + Stun 1 rd.  Both victim and Succubus are helpless during the act.       
Ranged: +9 to hit, Capable of using any firearm, but generally don’t use them

Has ethereal wings and is capable of flight.

Telepathic +7 (+4 Int, +3 HD)

DC 12 Sense Thoughts, Clairvoyance, Psychometry, Transmit Thoughts
(These powers would essentially be plot devices and probably not worth rolling for.)

DC 12 Illusion: A Succubus can cause an illusion to appear for 4 rds.  They must still concentrate to project the illusion for the entire time.  It is a DC 12 Will Sv 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.  Psychics are immune to this ability.

DC 18 Psychic Attack: DC 12 Will Sv out 1 turn.  Against a psychic, they are only stunned for 1 rd.

DC 18 Charm: DC 12 Will Sv to resist, lasts for 3 rds.  The Succubus 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.  (As attractive as a Sex Demon is, this Charming isn’t usually necessary in a social setting.)
  

Higher Demon
This is simply a random, summoned creature from hell.  This is more or less the kind that will be brought up from a 6th Level and up Summon Monster spell.  It should be noted that demons really can’t exist on this material plane of existence.  They require either a willing/dead host body (such as Vampires and Zombies) or a special environment (such as a Ward Cage).  Otherwise, their visit is only going to be very temporary.  Otherwise, a summoned creature may only remain for a day or until killed. 

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


Haunting Spirit
These creatures may go by many names, such as Spectre, Ghost, Shadow, Wraith, Banshee, Poltergeist, Phantom, and others.  Fundamentally, they are souls disconnected from their physical bodies in death, but have remained here on the physical plane.  These people died under tragic circumstances or even while committing a passionate act.  There will be a supernatural place, item, or act involved in the incident.  Now they are burdened with haunting an area under specific conditions.  Whether they act with malice or out of insanity, all of them assault the living who enter into their domain. 

While a Spirit may be defeated in an encounter, unless their haunt is consecrated (and Exorcism attempted as a 1 turn ceremony spell, generally DC 18) or their burden is resolved, they will return the next night or even sooner.  Common stats are presented here that can be applied to all types, but really no two spirits are alike.  They will take different forms, have different personalities, different histories, different motivations, and different manifestation triggers. 

HD 5 (d12), Hp 60, AC 16* (None, Magic to hit)       
Fort +0, Ref +0, Will +10
Melee: Touch (though it may take the form of a ghostly weapon) +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. 
(Note: A Séance essentially does the same thing, but as it is by the Medium’s doing and not the Spirit’s, the Spirit is at a disadvantage in controlling the Medium.)
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.


Spirits may become Invisible and Intangible at will, but they may not attack, only observe, in such form by Touch, Possession, or Fright, (though they may still Fling Objects).

Tuesday, February 11, 2014

CYBER-PULP FANTASY CORE-Werewolves

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

NPC's and Monsters Index

Werewolves (created by L-Strain Gene Therapy)
Savage, man-eating animals, but still possessed of all the intellect of their human form.  They take a man-wolf hybrid form while hunting, though they cannot take a full wolf form.  It takes 1 rd to transform and does not require a full moon or a ceremony.  In Human form, werewolves have same stats, save for their fangs and claws.  They are indistinguishable from normal Humans in that form.  Only a Detect Demonic presence spell could reveal them without making an actual physical attack upon them.   

While they are compelled to hunt, kill, and feed in a natural manner (that is physically tearing apart their prey), werewolves can, and will, use firearms in either form if needed.  In a pure Fight Club setting, these are the most dangerous creatures on the Cyber-Pulp NPC list. 

HD 10 (d12), Hp 120 (maxed out), AC 19* (Natural, only vulnerable to fire, magic, silver/silver nitrate rds, and energy/lasers/plasma), Enhanced Init +4
Fort +12, Ref +12, Will +12
Melee: 3 att/rd hybrid form, +14 to hit, Bite, 2d6+5, 2 x Claw 1d8+5
2 att/rd human form, +14 to hit, 2 x Punch 1d6+5. On a Natural 17 and up punch hits, DC 12 Fort Sv or KO 1 turn
Ranged (all 1 attack/rd): Auto Pistol +10 to hit, 2d6, 15 shot clip, S
Assault Rifle 30 rd clip, M
+10 to hit, 2d8 single shot
+10 to hit, 2d8 x 1d2 burst (DC 12 Ref Sv 1/2 damage), 3 bullets
+5 to hit,2d8 x 1d2 spray, up to 3 adjacent targets (DC 12 Ref Sv ½ damage), 6 bullets
Shotgun +10 to hit, 2d10, 5 shells, S  

Infravision
Tracking (scent) +10, Invisibility and technological Stealth aids are also useless against a Werewolf at Short range, unless their sense of smell is somehow interfered with.
Immortal, as long as they hunt and kill a human at least once a month.  Failure to do so will strip them of all of their supernatural abilities.
Will regenerate all hp damage with 1 turn of rest, unless brought to 0 hp by one of their banes, in which case they are dead.  They are immune to energy draining (negative hp) attacks. 
Afraid of fire.


Wolves
These animals are often kept as pets and hunting partners by werewolves.  They completely loyal and will defend their pack leader to the death.

HD 2+4, Hp 13, AC 14
Fort +5, Ref +5, Will +1
Melee: Bite +3 to hit, 1d6+1