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.