Baseball, Racing, Dungeons & Dragons, my own RPG --Fantasy Core, and other assorted nonsense.
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).
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