Tuesday, December 24, 2013

Artifacts: Dennis the Menace Christmas #55 Part 1


Another 100 page, 25 cent, ton of comic book awesome.  I should also mention that these feature puzzles, stencils, and even Christmas song lyrics.

I dig this story.  A nice little fairy tale feel to it.











Isn't that sweet.  Okay, in part two of this post, Dennis at his most menacing.

Monday, December 23, 2013

Artifact: Dennis the Menace Christmas #6

[We're taking a little Christmas break here for a couple of days.  I'll be off Wednesday.  I plan to be back Thursday and continue with the Cyber-Pulp posts.]


First, let me call your attention to the price, $.025.  That's 25 cents for 100 pages, no ads.  Those 10 cent regular-sized comics are one thing, but these Giants are really impressive.  Seems like a great stocking stuffer or something to keep the kids busy on a long car trip.

Here's a little excerpt featuring Dennis singing in a Christmas pageant.  


And here's Dennis shopping.








Friday, December 20, 2013

CYBER-PULP FANTASY CORE-The Psi-Hacker

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


PSI-HACKER
There are any number of highly skilled computer experts and questionable Console Cowboys in the “Corp.”  The development of so-called “Wetware” (a direct man-machine interface) has had the unintended consequence of awakening real psychic skills in some hackers.  It is rare enough that most consider tales of it to be a mere urban fable.  Most who have been awakened go nearly instantly mad, so the Wetware manufacturers have been quick to cover up any real occurrences.  To this point, any controlled attempts by Corporate scientists to induce psychic powers have ended in failure.

The Psi-Hacker character has been able to control their powers (though they might be a bit more eccentric than the average individual).  They’re also smart enough to recognize that if their powers were openly displayed and discovered, they could end up as a lab experiment or as a Corporate Tool, so they keep it a secret.  They may have lost their job and their eccentricity and bad work record has kept them from finding legitimate employment, or they voluntarily dropped into Shadows out of paranoia.  In either case, their technical skills and special psychic abilities have allowed them to easily find illegitimate means of making money.  

While there are hackers (or computer experts) of all races, Humans, Drow, and Tieflings are the ones most likely to develop psychic powers from having a Data Jack (wetware).  The reason for this is unknown.  Note that only Humans have the Psychokinetic powers, regardless of any upgrades acquired by other races.

Ability Stats
Human: Enhanced Int, Wis; Subprime Str, Con
Drow: Enhanced Int, Dex; Subprime Str, Con, Wis, Cha
Tiefling: Enhanced Int, Dex; Subprime Str, Con, Wis, Cha

HD
6 + (1d6 x 4) [hp 30 Max] + Con Bonus x 5

BAB
Melee: Str Bonus +2 (up to +5 Max class bonus)
Ranged: Dex Bonus +2 (up to +5 Max class bonus)

Saves
Fort: Con Bonus +1 (up to +3 Max class bonus)
Ref: Dex Bonus +4 (up to +7 Max class bonus)
Will: Wis Bonus +4 (up to +7 Max class bonus)

Racial Characteristics

Human: Three starting Edges.  May have up to three artificial implants (not including Data Jack).  Has Telepathic and Psychokinetic abilities.  May use any common weapon or armor.

Drow: Two starting Edges.  May have up to two artificial implants (not including Data Jack).  Has Telepathic abilities.  May use any common weapon or armor.
Weapon Fetish: Drow pick one specific weapon (ranged or melee) as their favorite.  On a successful hit with a Natural 17 and up with that weapon, maximum damage is scored.  Weapon may be permanently enchanted as an upgrade (5 XP).  If weapon is lost permanently, at least 3 XP to replace with a new weapon (doesn’t have to be the same type). 
Immunities: Sleep, fear, and paralysis effects.
Poison: Drow are skilled in the safe use of poison.
Infravision: Has the ability to see the in dark.
Stealth: (Dex + Int)/2 +3 (up to +5 Max class bonus)

Tiefling: Two starting Edges.  May have up to two artificial implants (not including Data Jack).  Has Telepathic abilities.  May use any common weapon or armor.  (Note that most Tieflings are simply deformed and do no have any sort of inherent magical abilities, much less teleportation.)
Teleport: A lightly encumbered Tiefling may teleport themselves once per encounter/turn, up to 25’. Must be able to see jump target. Blind jumping incurs a 1 in 4 chance of taking critical damage (0 hp, unconscious). Can teleport and attack in same rd (putting the opponent at a Disadvantage if from the rear).
Infravision: Has the ability to see in the dark.
Spell Use: Tieflings may choose 1 First level spell, as well as gaining all 0 level spells.  Other First level spells may be added as Edges.  Spellcheck is Int Bonus +3 (up to +5 Max class bonus).  Allowed two failures per turn/encounter before needed a 1 turn rest.  Other spell rules apply, see the Occultist section.

Class Skills

Data Jack: Hackers have an implanted neural implant that they use to connect to computers.  It is Wi-Fi capable, but can also be hard-cabled physically into a computer.  Hackers start with a +1 Data Jack that adds to their Software Skill.

Software Skill (Hacking): Int Bonus +3 (up to +5 Max class bonus).  Hackers can get into computer networks and manipulate the system there.  This also includes computer security, as well as avoiding it (like keeping their security from tracking down your hacking attempt).  As a general guideline, breaking into a system may be DC 18, taking further actions inside it are DC 12.  Getting physical access to the system, obtaining a password or an organic sample for bio-spoofing, familiarity with the tech level (such as an ancient legacy system or a bleeding edge, future tech system), and other considerations can eliminate the need for a roll or make it much harder and require special hardware.  

Hacking can take the form of several different functions.  Searching (looking for certain data), Tracking (checking access and use of a system), Deletion/Insertion/Editing (manipulating stored data), Transaction (creating an illegitimate processed event, such as embezzling), Malfunction (cause a process to work incorrectly, but not stop), Shutdown (turn off a process), Control (typically physical functions, such as opening computer locked doors, turning off alarms, or robot actions), Monitor (access a live feed of activity). * See note below.

Hardware Skill: Int Bonus +3 (up to +5 Max class bonus).  Hackers can repair, modify, and even create computer hardware.  This assumes the hacker has materials on hand (of course needing to gather some special materials sounds like an adventure).  * See note below.

Lab and Advanced Data Pad: Hackers have definitive place to work at, whether an apartment, house, unrestricted use of a university lab, or even a well-stocked van.  Of course, they have the capability to connect with this in the field with their Data Pad.  Their Advanced model can do programming and other hacking functions. 

Connections: (Int + Cha)/2 +3 (up to +5 Max class bonus).  Hackers know lots of different people at all levels of society.  As long as they’ve successful fixed things for them, the hackers are generally trusted.  A hacker can call in favors from past clients.  Calling in a minor favor or a simple information inquiry would be DC 12.  Larger favors and more sensitive information would be DC 18 and will likely involve calling off any future favors or incurring owing a favor (and a possible future adventure hook).  Assume hacker characters start off with a couple of contacts in each tier of society.  These relationships can be built up and change over the course of adventuring.

Immunity to Illusions: Either magical, psychic, or holographic, due to their psychic abilities.

Con Artist: (Int + Cha)/2 +3 (up to +5 Max class bonus).  This includes skills such as Fast Talk, Charm, Haggle, and Disguise.  DC 12 if fairly simple task, DC 18 in harder situations.
         
Shady Skills: (Dex + Int)/2 +3 (up to +5 Max class bonus).  This includes skills such as Picking Locks, Forgery, and Picking Pockets.  DC 12 if fairly simple task, DC 18 in harder situations.


* Hardware and Software Skills.  Adventures should never just be a matter of rolling to see if a character can hack a computer.  Breaking into a network should be an adventure unto itself.  Getting reconnaissance on how their computer system works and what it’s made up of, finding out how it is accessed, getting a hold of procedures for funds transfers and such.  Keep in mind, in this setting there’s ultra high-tech as well as downright archaic tech running businesses. 

The hacking part should be along the lines of trying to get certain information off of someone’s computer (if the characters fail, they have to go physically get it, which is more dangerous), building a terminal to get access to an old system (if the characters fail, they have steal one), or the physical access plan falls apart and they have to do an impromptu hack of the security system to escape the building. 

In other words, the need and use of these skills is going to vary based on the adventure.  In no case, should an adventure come down a hacking roll or be circumvented by a simple roll, there should always be alternative means of success or a complication preventing an easy hack.  

Thursday, December 19, 2013

CYBER-PULP FANTASY CORE-Sample Urban Ranger Characters

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


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

All
HTH Expert 1d3 + 2 (+1 human) damage, blunt melee hit on Natural 18 and up, DC 12 Fort Sv or KO 1 turn
Intimidate (Physically) +4
Detection +3
Stealth +3 (+4 Human)
Crackshot: May fire single shots into melee without penalty
Sniper Skill: If attacking from surprise (under cover), with successful Stealth roll and Attack roll, max damage. 

Human Sniper

+1 Str Bonus, +1 Con Bonus, +2 Dex Bonus, 1 XP
35 hp, AC 14 (Kevlar Shirt and Dex Bonus), BAB +5
Fort +5, Ref +5, Will +1

Edges: Sniper Rifle, Tach Implant

Tach Implant:
Bullet Time-3 actions/rd, 1 x day, Out 1 rd after usage
Trance-process everything in area

Melee: Shock Wand +6 to hit, DC 12 Fort Sv or KO 1 turn, 10 charges, 1 turn to recharge
Ranged: Auto Pistol +7 to hit, 2d6, 15 shot clip, S, 2 extra clips
Sniper Rifle +7 to hit, 2d12, 11 shot clip, L, requires bracing to use, 0 BAB without, 1 extra clip
  

Half-Orc Thug

+2 Str Bonus, +2 Con Bonus, 1 XP
46 hp, AC 12 (none, natural bonus), BAB +5
Fort +6, Ref +4, Will +1

Edge: Regen Implant-Heal all hp dam/1 turn rest, 2 x day, auto regen from 0 hp

Frenzy: Hits with a Naturally rolled hit (hits without any modifiers), may roll another attack at 0 BAB
Regeneration: +3 hp to natural healing
Infravision, Fearless

Melee: Combat Knife +7 to hit, 1d6+2
Ranged: Assault Rifle, 30 rd clip, M, 2 extra clips
+5 to hit 2d8 single shot
+5 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
  

Dwarven Brawler

+2 Str Bonus, +2 Con Bonus, 1 XP
34 hp, AC 12 (Skeletal Augmentation), BAB +5
Fort +6, Ref +4, Will +1

Edge: Skeletal Augmentation

Rage: +3 to melee damage.  Can also make two attacks (melee or ranged), but with 0 BAB.
Immunities: Poison, paralysis, petrifaction
Infravision
Melee: Truncheon (weighted club) +7 to hit, 1d6+5
Ranged: Shotgun +5 to hit, 2d10, spray up to two adjacent (DC 12 Ref Sv 1/2 damage) 5 shells, S, 15 extra shells  

Wednesday, December 18, 2013

CYBER-PULP FANTASY CORE-The Urban Ranger

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


URBAN RANGER
Law enforcement is a rare proposition outside of the Burbs and the Penthouse, where residents can afford to pay for continuous service.  The lower classes have to purchase it when they need it.  In the urban wasteland, there is a cadre of private security and vigilantes that keep some semblance of order.  Essentially Urban Rangers are quasi-lawman for hire in relatively lawless areas.  Characters are former police, Corp security, or even military, who have decided to offer their services as a business or just feel the need to dispense justice where it’s needed.  While the characters may not have a badge or rank anymore for whatever reason, peacekeeping is still their trade.

Humans, Half-Orcs, and Dwarves are the most common races who are Urban Rangers, but any other is possible.  You’ll have to make up your own stats for those others.

Ability Stats
Human: Enhanced Str, Con, Dex
Half-Orc: Enhanced Str, Con; Subprime Cha, Wis, Dex, Int
Dwarf: Enhanced Str, Con; Subprime Cha, Wis

HD
Human: 10 + (1d10 X 4) [hp 50 Max] + (Con Bonus x 5)
Half-Orc: 12 + (1d12 X 4) [hp 60 Max] + (Con Bonus x 5)
Dwarf: 8 + (1d8 X 4) [hp 40 Max] + (Con Bonus x 5)

BAB
Melee: Str Bonus +5 (up to +10 Max class bonus)
Ranged: Dex Bonus +5 (up to +10 Max class bonus)

Saves 
Fort: Con Bonus +4 (up to +7 Max class bonus)
Ref: Dex Bonus +4 (up to +7 Max class bonus)
Will: Wis Bonus +1 (up to +3 Max class bonus)

Racial Characteristics

Human: Two starting Edges.  May have up to four artificial implants.  May use any weapon or armor.

Half-Orc: One starting Edge.  May have up to three artificial implants.  May wear only light armor.  May use any weapon, however because of their low Dex score, they favor automatic weapons using bursts and sprays.
Frenzy: If a Half-Orc makes a successful attack (ranged or melee) with a Naturally rolled hit (hits without any modifiers), another attack can then immediately be made at 0 BAB on the same opponent or an adjacent one.
Thick Hide: Half-Orcs are tough. Add +2 to AC.
Regeneration: After a turn of rest after being wounded, 1 + Con bonus hp are healed in addition to any other healing.
Infravision: Has the ability to see in the dark.
Fearless: Immune to fear effects.

Dwarf: One starting Edge.  May have up to three artificial implants.  May use any armor (finding smaller sizes of modern armor is generally not a problem) and any weapon (except large sniper rifles and other long weapons).
Dwarven Rage: Dwarves add +3 to all melee damage (this number is not upgradable).  Dwarves may also attack two adjacent foes in melee or ranged combat, but will forgo their BAB to do so (Str, Dex, and magic weapon bonuses still apply).
Immunities: Poisons, paralysis, and petrifaction.
Infravision: Has the ability to see the in dark.

Class Skills

HTH Trained Skill: 1d3 + Str bonus, on Natural 18 and up using fists or blunt melee weapon, DC 12 Fort Sv or Knock out 1 turn.

Crack Shot: Able to fire into melee without a Called Shot and without hitting the wrong person, but only firing a single shot.

Sniper: Must have cover and spend 1 rd targeting, using rifle and scope. Target does not get cover bonus.  Must roll successful Stealth roll (DC 12 if under dense cover, DC 18 if exposed or target is alert) and attack roll.  A hit causes maximum damage, and they have not been spotted.  A failed stealth roll, but a successful attack, means that the sniper has to roll for the damage, and that they are spotted.
         
Intimidate (Physically): ((Int + Str)/2) +3 (up to +5 Max class bonus).  Using the threat of force to gain information or compliance.  DC 12 against generally weaker individuals, DC 18 for larger ones.

Detection: ((Int  + Wis)/2) +3 (up to +5 Max class bonus).  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.

Stealth: (Dex + Int)/2 +3 (up to +5 Max class bonus).  Sneaking and hiding.  Generally, DC 12 in low probability observation situations, DC 18 in high security areas.

Tuesday, December 17, 2013

CYBER-PULP FANTASY CORE-Your Crew and Retirement

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


YOUR CREW
While the Shadows isn’t a good place to make friends, eventually groups of people there do gravitate together for at least economic considerations.  People form Crews for all sort of reasons: family, war veterans, schoolmates, former employees, etc.  They may just be work associates, who have some complementary skills and goals and developed some trust in one another. 

It’s up to the players decide how their character group got together.  Likewise, they should have overall goal in mind for their Crew at some point.  From a game standpoint, this is nearly a levelless game, so playing to max out isn’t going to work.  From the character’s point of view, living in the Shadows sucks, and they want out.  Perhaps they want to go out with a bang and drag some powerful entity down with them.  Maybe they want a big score to buy a new identity, a wealthy one.  Maybe they want to clean up some old messes they made in their past life or get some revenge on the people who put them in the Shadows.  Maybe they want to figure out how to disappear from the Real and Virtual Worlds altogether.  These goals can be determined during play, or the players may want to create whole backstories for their characters.  Just something to keep in mind.

Your characters are all experienced, but it hasn’t been until now that they’ve achieved some small amount of notoriety in the Shadows.  By and large, people needing a group offering “specialized services,” will be seeking out your Crew and making them an offer.  Perhaps a bit like a private detective’s business, but a lot less legal and probably more violent. 

There’s competition for work, but enough opportunities to keep anyone in the Shadows with some skills working.  Your Crew’s reputation in getting a job done is what allows them the possibility of getting more lucrative deals.  Competition between Crews is neither friendly nor professional.  However, people in the Shadows abide by The Code.  Don’t turn on any other Zeroes.  Don’t rat anyone out to the authorities.  Don’t take contracts out on other Zeroes, either stealing or assassinating.  You can kill another Zero in a formal honor duel or if you’re both working opposite ends of a job.  That’s just personal or business.  Breaking the Code will piss off the Shadow community.  At worse, they’ll come after your Crew to preserve themselves against a perceived group of traitors.  At best, you’ll be shunned, which might worse in a different way.  At that point, you’ll literally be socially alone in the world.   

RETIREMENT
If a character somehow max’s out on their stats, it’s time to invoke the Murtaugh Rule.  (“I’m getting’ too old for this sh*t.”)  Such a character should be looking to big one last big score to retire on, or die trying.  Alternately, they can be looking for a blaze of glory to fling themselves upon pursuing vengeance on their enemies.  Whatever.  Your character has not been created for the purposes of ruling a feudal castle or ascending to deity-status to fight elder gods on their native planes.  Your character exists on the bleeding edge, hoping to live long enough to retire comfortably and never live like this again.

Monday, December 16, 2013

CYBER-PULP FANTASY CORE-XP and Money

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


EXPERIENCE POINTS (XP)
XP is experience that the group earns from adventuring.  Players can use XP to influence in-game events, as well as saving them up and trading them in at the end of a session to enhance their characters.  New characters start with 1 XP.  At least 1 XP should be awarded for everybody in the group each session.  A 3 XP award should only be awarded once per session, if that. 

Beyond these restrictions, it's up to the Ref's judgement and how well the group plays.  It is recommended that XP be dished out fairly freely and be given out at the end of a gaming session.  The Ref does have the option of narrating the character's condition after the use of XP (such as unconsciousness, left for dead and captured, or even permanent ability decreases).  Only characters have XP.  The Ref can always use dramatic license for an NPC.

Earn 1 XP for successful minor actions usually not involving combat, such as parley, puzzles, and investigation.
Earn 3 XP for successful pulling off a job or defeating a major foe.
Earn 2 XP for other significant actions in-between these two, like successfully clearing a combat encounter.

1 XP can be used to change fate under these conditions, however the Ref can narrate in complications for using XP.
--May be used to make a skill use a success.
--May be used to make a physical feat a success.
--May be used to make a Save successful.  This can be used for stabilizing
Saving Throws (below 0 hp), but should come with permanent complications, such as an ability score decrease.
--Left for Dead: the character is below 0 hp and without any available medical treatment.  They survive or are saved, but definitely with complications. This option may only be used once per adventure session.
--May be used to call upon Fortuitous Coincidence, such as finding needed minor equipment or someone suddenly appearing to save the characters from a problem (definitely with complications). This option may only be used once per adventure session.

--Trade in 1 XP for +1 to HP, up to the class maximum.
--Trade in 1 XP for +1 to a Save, up to the class maximum.
- Trade in 2 XP for +1 to a Skill, up to the class maximum.
--Trade in 2 XP for +1 to either Melee or Ranged BAB, up to the class maximum.
--Trade in 3 XP to upgrade an existing Edge, up to +4 maximum.
--Trade in 5 XP to add another Edge, such as artificial implants (up to racial maximum), special equipment, or even special arrangements, like a high-class apartment.


MONEY
XP is how the characters earn money.  This is literally backward of how D&D does it, where recovering gold pieces gets you XP.  In this case, XP earned in an adventure equals your money.  Thanks to their off the grid status and some living arrangements, the characters’ upkeep is only 1 XP a month.  (If they want to live in more luxury, it will cost more).  This is basically payable in between jobs.  Consider this the characters’ incentive to continue to take jobs.  All of their minor expenses and normal ammo are considered incidental costs, but anything above that will cost XP.  Characters can go broke, in which they’ll owe somebody (likely the Syndicates) some favors in return for a loan, or they’ll have to find an easy source to steal from.  Always remember that an adventure should never come to a halt for lack of funds.

When the characters take jobs, they aren’t directly paid in XP.  Rather, their actions during the job are what pay out the XP.  Certainly this setup is an abstraction of an abstraction, but it think it’ll be easier than trying to count out pennies to account for every living expense in a modern economy or having to tediously negotiate monetary terms for every job.  Cash strapped characters can negotiate for their employer to provide special weapons, gear, and transportation for a job, but then you might not get exactly what you want (stuff doesn’t work well or was stolen from someone who’s pissed about it).