Tuesday, January 21, 2014

CYBER-PULP FANTASY CORE-Gun Rules

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


[Oops.  Forgot to mention I was going to be off on Monday.]


GUN RULES

Sniping: Without the Sniping skill, the attacker is only making a surprise, normal attack.  They will need to make a Stealth roll before getting into position to fire.

Taking Cover: When gunfire goes off, most people duck for cover.  Finding close cover takes 1 rd (if it's available), it does not put the combatant in a Disadvantaged state, and they cannot attack in that rd.

Partial Cover: Either hiding behind an object that affords full cover, but still counter-attacking; or cover is only partial; or prone (only counts as cover if under attack at Long range).  Can still make ranged attacks.  You will not have the initiative over anyone in the open.  You lose your Dex AC bonus, but can only be hit on a DC 12 Called Shot.   

Full Cover: Completely covered and only vulnerable to ranged attack on a DC 18 Called Shot.  Cannot attack for that rd.

Flimsy Cover and Blind Firing: Curtains and plaster walls such won't stop bullets, however if completely obscured, the attacker loses all attack bonuses on the target for one rd.  Likewise, attacking someone in complete darkness or with obscured vision will be without all attack bonuses.

Out in the Open: Characters in the open always have the initiative over those taking cover and still have their Dex bonus added to their AC.

Suppressing or Cover Fire: This is called before making a firearm attack.  A successful roll (doesn't require a Called Shot) against a partially or fully covered target doesn't cause damage, but keeps the target from attacking or moving for one rd.

Flanking: In gunfights between covered opponents, smart combatants normally attempt to flank or get behind the other side.  This can be achieved through Covering Fire and breaking cover (by the shooter or another) or by Stealth.  A flanked opponent will likely surrender immediately.

Firing into Melee: For those without the Crack Shot ability, to hit a specific target engaged in a fight with someone else is considered a DC 18 Called Shot.  On a miss, if the roll was a natural 1 to 10, the other combatant may be hit (compare attack with their AC).

Reloading: Takes one rd.  If reloading a clip, the person may keep moving.  A revolver can only be reloaded when stationary.  Lose your Dex bonus if in the open. 

Massed Small Arms Fire: To simplify a hail of gunfire made with multiple weapons (5 or more), add +1 to the best shooter’s attack roll for each additional attacker.  If firing at multiple targets, use only the best AC.  If hit, make one damage roll and multiply by 1d4 and apply to each target.  (Not very realistic, but very dramatic.)

Target Shooting: For shots not taken in combat beyond Close range.  Stationary AC 12.  Moving AC 18. 

Point Blank: Automatic hit, roll damage.  May require a Stealth check or some confidence scam subterfuge to get close enough to do it.  DC for Stealth set by the situation.

Ranged Weapons in Melee Combat: An opponent wielding a non-reach melee weapon versus a ranged weapon has put themselves at Point Blank range.  However, the shooter will be forced to drop their weapon upon the first melee hit.

Execution: A close range gunshot to the head of a helpless person is assumed to be fatal (unless it's a character or an important NPC).  Automatic hit, max damage, if damage taken is important.  It is also a fairly evil act, unless the victim really deserved it. 


Friday, January 17, 2014

CYBER-PULP FANTASY CORE-Game Rules-Combat

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


This setting builds off of the Fantasy Core and Pulp Fantasy Core rules.  However, there are some inconsistencies between them, and I wanted to make a few edits.  There’s nothing terribly new here though.  I should mention that I’ve modified the Spell list because of playtesting results.  Essentially, I’ve upped the initial damage and added aftereffects, but probably lessened the scaling damage at higher levels.  The spells are the same for all the settings and the spellcasting mechanics are unchanged.

NOTES

--All calculations involving 1/2 level or two abilities divided are to be rounded up.  Always at least +1, if more than 0.
--Natural Roll: The number as rolled on the dice without modification.
--"Ref" is the game referee.  NPC is a Non-Player character controlled by the Ref.
--BAB is Base Attack Bonus, the attack bonus not including Ability bonuses. 
--AC is Armor Class.
--A Turn equals about 10 minutes of game time. 
--A Round (rd) is an exchange of combat attacks.
--An Encounter is a complete combat encounter, which is considered ended when there is 1 turn of rest following it.  A turn or an encounter may be considered equivalent for spell duration purposes.  Spells lasting multiple turns however will only last for one encounter.  A Day can be considered ended after 8 hours of sleep.


COMBAT

Surprise: One side catches the other by surprise.  This may require a successful Stealth roll or a failed Detection roll to execute, or the situation itself may automatically grant surprise.  The attackers may act without a counterattack from the other side.

Initiative: First, anyone with a +3 or more in Dex bonus will act first in every rd.  (Assume most monsters have a 0 Dex bonus unless the Ref rules a monster has high Dex.)  Have a roll off, if there are multiple high-speed combatants, and rank them in order.  

Next, group the other combatants and roll for each on a d20.  (For example, the characters will be one group, Orcs another, their Ogre another.  Just logical groupings, not necessarily by species.)  Have a roll off between any ties.  The groups will then be ranked from high roll to lowest and attack, in order, each rd. 

Attack Rolls:
Melee: For characters and NPC's, add BAB + Str bonus.
Ranged: For characters and NPC's, add BAB + Dex bonus.  This includes thrown weapons. 

AC: For characters and NPC's, add any Dex bonus to AC.

Disadvantaged: Attacks from behind, or against the blinded or deafened, or some other debilitating condition, but not totally helpless foes.  Damage caused by a hit will be maximum.

Knocked Down: A combatant rendered prone may still defend themselves, but cannot move or make melee attacks without standing up first.

Withdrawal: If orderly, the retreating may defend themselves or use Covering Fire, but not attack.  If routed, the retreating automatically takes a hit while within Close Range to their opponent.  They are in a Disadvantaged state while at Short Range.  This also applies if someone disengages from an opponent they are fighting in melee.

Helpless: A combatant is in a condition where they are unable to defend themselves or attack, like Knocked Out.  At Close range, a helpless combatant is automatically hit for maximum damage (See Execution rule if that applies).  Beyond that range, a helpless combatant is considered AC 10 to hit in combat.

Invisibility or Blinded: Attackers lose all bonuses against invisible foes or if they are blinded.

Subdual: Must be called before rolling attack and must be using a non-edged weapon (like a club), subdual rds in a gun, or brawling.  Defender takes non-lethal damage to hp.  At 0 hp, the victim is knocked out for a turn, all subdual hp damage healed.   A knockout may also occur on a hit with a where maximum damage is scored.  A DC 12 Fort save is required to stay standing.

Stunt Attack (Special Attack): Anyone may make an extra move or action (not an additional attack) or specialized attack in a round.  But next rd, they may not attack or move, though they can still defend.  Typically works as an ability roll plus an attack roll.  Examples: Bull rush-attack roll plus Str roll, Swing from chandelier-attack roll plus Dex roll.  If the ability roll fails, the attack automatically fails, and the Ref may narrate the results of the failure.  DC 12 normally, DC 18 for a truly outlandish act.

Grapple: Works like a stunt attack.  If the grapple fails, the grappler cannot move or attack the next rd.  The grappler must have strength at least equal the grappled.  Roll attack, if successful, the grappled may make one DC 12 Str check or Escape Artist skill (if roughly equal in Str, DC 18 if the grappler is significantly stronger) to break.  If successfully grappled, the defender may be bound in some fashion in 1 rd.  If just held, the defender may not try to escape again until a turn has passed or the situation otherwise changes.  Also, the attacker cannot defend themselves until the grappled is bound, or let go, or the attacker is assisted.  (So, the grappler and the grappled are both in a Helpless state.)

A swarm or grapple attack may also be used to pull down a mounted rider.  Grappling or swarming larger creatures is unlikely unless they are very weak.  A large creature may grapple (instead of doing dam) with a successful attack roll.  One DC 18 Str check or Escape Artist skill can be made to break loose.

Swarm: In a swarm, up to three additional attackers may join in (for normal man-sized opponent).  Make one attack roll with the best combatant and add +1 to the attack for every participant.  One DC 18 Str check or Escape Artist skill can be made to break loose. 

Called Shot: Attacking a certain area or spot or attempting a disarming attack with either a ranged or melee weapon.  Must be called before roll.  For the attack to succeed, it must be at least a Natural 12 for a fairly easy to hit target (Close range or fairly big target), a Natural 18 for very hard one.  Otherwise it is only a normal hit if the attack is successful versus target's AC. 


Thursday, January 16, 2014

CYBER-PULP FANTASY CORE-Other Equipment

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


* Requires training

Security and Identification
Flashlight
Fire Extinguisher: A little one, good for 1 small fire, could be useful.
Handcuffs: DC 18 Escape Artist skill to remove.
Binders: DC 18 Str check to break, DC 12 Escape Artist to remove.
Bullhorn
Electronic Lock: Requires a key code to open.  Can be electronically cracked.  If hit with an EMP, it will have to be physically broken open.
Mag Lock: Requires a bio-magnetic card to open.  Can be bio-spoofed. If hit with an EMP, it will have to be physically broken open.
Mechanical Lock: Combo or Key based.  Can be picked or broken.
Burn ID: A single use ID.  On use, roll 1d6, 1 or 2 indicates failure and probably tracing to the user’s location.  The ID is worthless either way after use.  (1 XP)
Faker ID: A long-term use fake ID.  If used on a job, roll 1d12, 1 indicates failure and probable tracing to the user’s location.  The ID is comprised and shutdown.  (3 XP)
Burn Com: There are no anonymous Com’s available, but you can get Com’s set to someone’s Real ID that are good for a single use before being shutdown.  Take note, the Com can still be traced to its present location.  (1 XP)


Protective Gear
Latex Gloves: Because DNA samples are a lot harder to pick up at a crime scene than fingerprints.  Even if you’re Blacked Out, you can’t be too careful.
Cold Weather Gear
Gas Mask: Protects against any inhaled gas.
Anti-Shock Gloves: Protects against handling any live electrical wiring.
Protective Goggles: Protects against sparks and blinding lights.
Space Suit: A thin-material, protective skin-suit.  It is hooked up to a heating/cooling unit and an air recycler backpack.  Typically good for 12 hours of vacuum operation.  Has no AC value, but various worn armor types can be worn on top of it.  Minor cuts can be patched (comes with patch kits), but a DC 12 Called Shot to the backpack, will shutdown the suit (1 turn to asphyxiation). 


Outdoor Gear
Backpack
Electric Lantern
2 Days Rations Kit
Folding Shovel
Scuba Gear: Same characteristics as a Space Suit.
Wetsuit, Snorkel, Mask, Flippers
Sleeping Bag
Electric Portable Stove
Tube Tent, 2-Man Tent, 5-Man Tent
10 qt. Water Bottle
Portable Generator: Provides 6 hrs of low-level power use or 1 hour of high-power use, per Hydrogen Cell (H-Cell).  (1 XP) 
Mallet & Pitons (12): Climbing aids. Can be used to assist those who do not have the Climbing skill.


Surveillance and Detection
Smoke Alarm: Good for a small area.
Shotgun Mike: A small dish and a microphone that can pickup conversations at Long range.  User is fairly conspicuous though.
Micro Camera: Picks up video and audio in a room.  Very small and can be easily hidden.  DC 18 Detection if looking for it.  Can record by itself for 12 hours.  If remotely monitored, the camera angle can be moved, however it does give off detectable signals while transmitting.
UV Motion Sensors: Usually put in a room to detect movement after-hours.  Coverage is such that it typically has to be shutdown or fooled in some fashion to be avoided.
Tracer: A small bug that broadcasts a homing signal.  8 mile range.
Ground Sensor System: Usually an after-hours ground level laser network.  Could be avoided if seen (Infrared vision reveals it).  (1 XP)  
Microwave Fence: Buried transmitters create an invisible wall around a property.  Would have to be shutdown or fooled to be avoided.  (1 XP)
Drone: This would be the civilian model, capable of any sort detection capabilities, visual (with extreme zoom), UV, IR, sound pickup, electromagnetic signals, etc.  Can be set with a preprogrammed oribit/route or manually flown (up to a 5 mile control range).  Can be tied into a Data Pad app for control and data transmission.  They are quiet and unobtrusive, but not stealth.  DC 18 to Detect at high altitude against a partly cloudy sky (can’t use UV, IR, or sound detection gear).  DC 12 at lower altitude and a solid background.  AC 16, but can only take 1 hit before going down.  (1 XP)


OpticsMonocular/Binoculars: Resolves L range.
Telescope: Resolves VL range.
Infrared Binoculars: Can see heat sources.
Nightsight (UV) Goggles: Can see in the dark.
Video Camera: Professional model.  Comes with a high-capacity memory module.


Entry Tools
Safe Cracker Kit: Illegal.  Includes a very sensitive mic that is attached to the safe that transmits to a Data Pad App.  Can unlock any pin and tumbler safe in 2 rds.  (1 XP)
Electro Lockpicker: Illegal for private use.  Can bypass any electronic lock, 2 rds.  (1 XP)
Mag Tech Lockpicker: Illegal for private use.  Can bypass any bio-magnetic card lock immediately.  (1 XP)
Lock Gun: Illegal for private use.  Can unlock any key-lock immediately.  (1 XP)Lockpick Set:Requires Lockpicking Skill (1 XP for training).  Can open a regular keyed lock in 2 rds.
Crowbar: Adds +2 to Str bonus for prying specifically, but in general can pry open anything not heavily locked.
Bolt Cutters: Adds +4 to Str bonus for cutting open wires and locks specifically, but in general will cut open any normal lock or wire fence.
Suction Cups: For smooth surfaces, can be used to remove glass cutouts, or a set of four can be used to scale the side of a building with Climbing Skill (1 XP for training).
Glass Cutter: Can be used to cleanly and quietly remove normal glass with a suction cup.
Padded Grapple: DC 12 to attach, add Dex bonus to attempt.  Automatic for those with Climbing Skill.
Grapple Gun: Can fire up to about 120’, maybe 10 stories.  It does make significant noise.
Hot Torch:* 1 turn to burn through armor or a safe or wield metal together.  Does require minor training to use via Net training (obviously at a non-professional level).  If training on-site, add another turn to length.  Includes torch and a small tank.  It is fairly light gear, but only good for one task.
Rope Ladder: 50’. Can be used to fairly quickly evacuate from a height without the Climbing Skill.
Rope 100': Those with +1 Str will be able to negotiate the entire length.  Those without will need Scalers or to be pulled up (+4 combined Str to pull up one average person). 
Scalers: Handles that can be attached to rope for novices to make it easier to climb.

Wednesday, January 15, 2014

CYBER-PULP FANTASY CORE-Transport and Electronics

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


Transport
See Vehicle Combat section in the Game Rules for further details.  The characters will need some sort of transport.  Public transportation or a rental car may not be cool, but could be quite valuable as anonymous transport on a job.

Collapsible Bike: Can be folded up into a backpack.
Inflatable Raft
Motorcycle: (1 XP)
Bicycle
Hang Glider:* Doesn’t require the Pilot skill, but does require training to safely use.  (1 XP for training and 1 XP for Glider)
BASE Jump Parachute:* For dramatic building escapes, requires training to safely use.  (1 XP for training and 1 XP for Parachute)
Smart Car: It is capable of driving itself to a destination, though it can also be Hacked (DC 18).  Switching to manual will give the driver back control.  Usually Hydrogen Cell powered.  (1 XP to own or 1 XP to rent for a week)
Manual Car: Like a normal car today, considered a classic, or a junker (1 in 20 breakdown, roll for each use).  Probably gas powered.  (2 XP for a classic, none for a junker)
Lever: A flying car (Levitator), ala a Blade Runner Spinner.  It can fly itself to a destination.   Requires Pilot skill if used in manual mode.  Hydrogen Cell powered.  (5 XP, 1 XP to learn to fly)
Commercial Transit: In other words, a bus or train trip.  
Commercial Flight: (2 XP per round trip flight)
Space Pack: Backpack for short-range space travel.  Generally not for sale, but can be rented.  (1 XP)
Space Transport: Usually via commercial space shuttle service.  5 XP for a trip, but typically the client will have to pay for a group trip.  Security is tight.  Your Fake ID’s aren’t going to work.  Someone will have to vouch for you.  Don’t even think about trying to take your firearms.  Hopefully your contact aboard will have laser guns for you once there.


Electronics
Com: A cell phone, but keyed to an individual.  People don’t have phone numbers, they have Real ID’s that Com’s and Data Pads are keyed to.  May take several different forms, some old Smart phones, to wrist models (a “Tracy”), and others. 
Micro Com’s: Nearly invisible headsets that broadcast encrypted signals to keep team members in touch.  1 Mile range.
Data Glasses: (or Mirror Shades) Provides a Heads-Up Display (HUD) feeding various real-time information and has a transmitting camera, all with encrypted signals.  Good for sending info someone on site working a job, or casing a site.  Also protects against blinding weapons.
Workstation: A dedicated work computer with a high-powered processor and internal memory storage (considered Old School).  Usually connected to an even more powerful Host System. 
Vid: A large, dedicated video display for work or entertainment.  It can be monitor-sized (Old School), a giant, thin wall-sized display, or even a holo-field.
Data Pad: Basically everyone has one.  It’s the primary outlet for information and entertainment.

Typical Data Pad Apps
GPS, Scanner, Camera, Video (1hr capacity), Barometer/Thermometer, Compass, Net access, TV, radio, Whole Earth Images (real-time satellite views of anywhere not security restricted, the characters should become very familiar with this app).  Feel free to come up with more.

Advanced Data Pad (1 XP)
High-powered processor, internal storage, advanced encrypted communications. Police/fire scanner, (military scanner-illegal, 1 XP), Portable Holo Generator, (Com Spoofer/Tracker-illegal, tracks Com signals and can mask itself as another Com and can obscure its true location, 1 XP)

Advanced Data Pad-Sensor Package (1 XP)
Geiger Counter, Radar/sonar 5mi, Sensors 100ft—Com signals, radiation, Infrared, Ultraviolet, X-Ray, Lie Detector (DC 12 Will Sv to beat)Squid: (Superconducting Quantum Interface Device) Usually used to recover data off of a damaged computing device. Hack DC 12 to gain access to corrupted, incomplete data, DC 18 full recovery.  (Jammer-Illegal, takes out all Com traffic for a mile radius, 1 XP.)

 

Advanced Data Pad-Lab Package  (1 XP)
Microscope, slides, incubation chamber, burner, instruments, refrigerator, insulation chamber, centrifuge, dosimeter (radiation absorption), toxic analyzer, DNA/Fingerprint identifier.

Electronic Repair Kit
Utility belt with pouches, bonder, super conductor fabric, microcircuitry selection, book of electronic tools, conductive wire, insulated conductive wire, non-conductive wire, solder, insulated gloves, tack tape, knobs and switches.

Mechanical Repair Kit

Utility case with many compartments, wrenches, carpentry tools, slick coating, "memory" coils, acid dissolver, plastic gloves, molecule bonder, lubricant, foam can, sheet rock/plastic knife, screws, nuts, bolts, rivets, tacks, etc.

Tuesday, January 14, 2014

CYBER-PULP FANTASY CORE-Armor and Drugs

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


Armor
If the wearer is ever brought to 0 hp, worn armor is considered ruined.  [This should really be a rule in Fantasy Core as well, if you like it.]  Implanted Armor must be repaired (3 XP) to provide protection.  Note that obvious armor and shields are going to attract attention in normal environments (as displayed weapons will). 

Unarmored: AC 10 + Dex bonus, taking cover negates Dex AC bonus.
Large, stationary target: AC 12 at L and longer range, automatic hit closer.
Hard Biker Leather: +1 AC
Riot Shield: +2 AC, requires +1 Str, tower shield sized
Ballistic Panel Insert: +2 AC against bullets, can be put into other items like a backpack or a suitcase.  Requires +1 Dex and Str bonuses and both hands to use.
Kevlar Shirt: +2 AC, non-encumbering, wears like a shirt
Kevlar Jacket: +3 AC, looks like a normal jacket
Combat Vest: +3 AC, can be worn inconspicuously under regular clothes (1 XP)
Flack Jacket: +4 AC, typical combat gear (1 XP)
Magic Eleven Chain Mail: +4 AC, non-encumbering, wears like a shirt (not for sale, can only be obtained in-game)
Armor-mani Suit: +4 AC, Fine cut, Italian suit/body armor.  The stylish choice of Corporate executives. (1 XP, 1 XP to clean and repair after combat)
Forced Entry Unit/Bomb Suit: +6 AC and immune to stunning damage from explosions, no dex bonus, no running (not for sale, illegal for private use, can only be obtained in-game)
Force Field Generator: Suitcase sized device, deflects physical attacks and intrusion.  Windows from 1’ to 2’ can be opened in shield to fire from (Called Shot to shoot into) or escape.  20’ radius, 20’ high, (though it will mold to environment), charge lasts about 1 turn/encounter, unless connected to an additional power source, can run continuously for 1 hr.  Non-physical attacks, such as gas, light, sonic, psychic, non-physical magic are not deflected. (EXP, illegal item)
Masking Shirt and Pants: Look like a normal clothes, but will effectively mask any internal items that might be detected by a scanner. (1 XP, illegal item)
Shadow Cloak: +4 to Stealth if stationary, +2 otherwise
Stealth Suit: +6 to Stealth, full body, hooded and masked outfit, reflects environment, 1 turn, takes 1 turn to charge (1 XP, illegal item)



Drugs
These would typically only be available from your friendly neighborhood Butcher (illegal practicing doctor).

Ability Booster: Gives taker a +4 ability bonus.  Lasts for 1 turn/encounter.  Can only take 1 per day.  (1 XP)
Magic Booster: Gives taker a +4 added to Spellcheck.  Good for 1 spellcasting.  (EXP)
Regen Patch: As long as the patient has 1 hp, this will restore all lost hp with 1 rd of rest.  A patch can only be applied once per day without incurring toxic shock. (1 XP)
Stim Shot: As long as the patient has 1 hp, this restores 10 hp with 1 rd of rest.  A shot can only be given once per turn/encounter without incurring toxic shock.
Laz ™: Are you clinically dead?  Do you need resuscitation?  Try Laz!  If you’re below 0 hp, you’re immediately healed to 1 hp!  Just apply the patch and you’re on the way to recovery!  Warnings: Take only once a day.  Will not revive anyone below –10 hp.  (1 XP)   
Innoc: Can counteract most poisons if applied within 1 hr.  (1 XP)
Babble: Truth serum, DC 18 Will Sv to resist.  (1 XP)

Monday, January 13, 2014

CYBER-PULP FANTASY CORE-Special Ranged, Explosives, and Area Effect Weapons

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


* Requires training

Special Ranged Weapons
These weapons are illegal for private use.  Some can still be procured through black market sources in exchange for XP.  Those listed as EXP are experimental weapons that can only be acquired in-game.  Ammunition for these weapons may be hard and expensive to come by.

Sniper Rifle: 2d12, 11 shot clip, L (comes with Scope and Flash Suppressor), requires mounting to fire (prone with bi-pod, braced on wall, etc), no BAB if used without and Range S. (1 XP)
Machinegun:* (M-60, etc) 48 bullet drum, L
2d10 x 1d2 burst (DC 12 Ref Sv ½ damage) 4 bullets
2d10 x 1d2 spray, up to 4 adjacent targets (DC 12 Ref Sv ½ damage) 8 bullets
If used hand-held, lose BAB for attack.  If fired while braced or mounted, no penalty. (1 XP)
Chaingun:* (a gatling-type mini gun, ammo is belt-fed from a backpack or a box) 96 bullets,  L  (+1 Str and Con bonuses to use handheld) If used hand-held, lose BAB for attack.  If fired while braced or mounted, no penalty. (1 XP)
2d10 x 2 burst (DC 12 Ref Sv ½ damage) 8 bullets
2d10 x 2 spray, up to 4 adjacent targets (DC 12 Ref Sv ½ damage) 16
Flame-thrower:* 3d6, 10 shots, C, Burns for an additional 1d6 until extinguished.  Called shot at the fuel tank causes explosion, 1 XP to survive. (1 XP)
Plasma Rifle:* (clip fed, uses glowing, blue cells) 20 shots, L (EXP, usually only used in and outside Space Stations, impact weapons cause too much damage.) 3d6 single shot, 3d6 x 2 burst 4 shots
Laser Rifle:* (power supply is a backpack) 20 shots, recharge 1 hr, (EXP, usually only used in and outside Space Stations, where impact weapons can cause too much damage.)
2d12 + -1 to non-Dex bonus AC, S (L in space)
1d12 spray, up to 4 adjacent targets, C (L in space), 4 shots
Sonic Blaster:* (large pistol) 5 shots, recharge 1 hr, C, (EXP)
Everyone in 40’ area without ear protection (including the shooter, weapon typically comes with earplugs), DC 12 Fort Sv or Stunned 1 rd and deafened for 1 turn
Flasher:* (large pistol) 5 shots, recharge 1 hr, S, (EXP)
Everyone in area in front of pistol without eye protection (and behind if shooting into a mirror, typically comes with tinted goggles), DC 12 Fort Sv or Stunned 1 rd and blinded for 1 turn


Ranged Explosive Weapons
These weapons are illegal for private use.  Some can still be procured through black market sources in exchanged for XP.  All of these weapons have some special rules.  On any direct hit against individuals within the blast radius, they may attempt a DC 12 Ref Sv for ½ damage.  A near hit (a miss on a Natural 12 and up) may cause ½ damage, which may be entirely avoided on a DC 12 Ref Sv.  If the gunner is within the blast radius, they will take damage in the same manner as the target.  

Hand Cannon:* 3d10, 10’ area, L, 5 shells, +1 Str and Con bonuses to use (1 XP)
RPG:* (Rocket Propelled Grenade) 1d4 x 10 + Stun 1 rd, 20’ area, L, can’t be used at Close range without taking damage (1 XP)
LAW:* (Light Anti-Tank Weapon) 1d6 x 10 + Stun 1 rd, 40’ area, L, can’t be used at Close range without taking damage (1 XP)
Stinger:* (Anti-aircraft weapon)  1d6 x 10 + Stun 1 rd, 40’ area, VL, can’t be used at Close range without taking damage (1 XP)
Grenade:* 2d10 + Stun 1 rd, 10’ area, S, may effect up to 4 if bunched together (1 XP/box of 4)
Grenade Launcher:* May be mounted on an Assault Rifle (single shot) or a separate gun (6 shells). Can be loaded with fragmentation grenades, smoke, tear, and Flash Bang grenade shells.  1 rd to reload, M range (1 XP)


Area Effect Weapons
These weapons are illegal for private use.  Some can still be procured through black market sources in exchanged for XP.  Those listed as EXP are experimental weapons that can only be acquired in-game.

EMP Blaster: (Electro Magnetic Pulse, large rifle) about 40’ radius, all electronic devices in the area are shutdown and require servicing to be restarted.  (Military grade hardware does get a saving throw.)  Shooter is immune to effect.  Good for 1 shot, 1 hr to recharge (EXP)
Railgun:* (electro-magnetic propulsion for high-explosive shells) This is essentially a small piece of field artillery, must be mounted for use, requires two people to move, can’t be used on moving targets (large, stationary targets are AC 12 at L range, automatic if closer), fires 1 shell at a time, takes 2 rds to reload and charge, must be plugged in (outlet or generator).  Blows a 20’ hole through anything (will shatter Force Fields, exposing those inside the next rd), DC 18 Fort Sv for someone to survive inside the area, those making save are unconscious 1 turn. VL (EXP)  
Smoke Grenade:* Fills 40’ area with smoke, obscures everything in area to normal vision (1 XP/box of 4)
Tear Gas:* Fills 40’ area with gas, DC 12 Con Sv or incapacitated 1 turn, unless wearing some protection (1 XP/box of 4)
Flash Bang Grenade:* DC 12 Fort Sv or blinded and deafened for 1 turn, 20’ area, S (1 XP/box of 4)
Thermite:* When properly set, begins a high-heat reaction, capable of burning through armor, requires demolition skill (DC 12 each charge, fail-doesn’t go off or doesn’t work right), takes 2 rds to set (1 XP/charge) 
Explosives:* (C-4, TNT, etc) When properly set, destroys target, or blows a hole in it, but must be set at place of intended explosion, takes 2 rds to set, requires Demolitions skill (DC 12 each charge, fail-doesn’t go off or doesn’t work right).  Must evacuate to at least outside of Short range.  Stuns everyone in M radius 1 rd.  Anyone inside blast radius, DC 18 Fort Sv or dead, those making save are unconscious 1 turn. (1 XP/charge)

Friday, January 10, 2014

CYBER-PULP FANTASY CORE-HTH and Firearms

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


Archaic Hand-to-Hand (HTH)

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

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

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

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

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


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

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


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