Friday, January 31, 2014

CYBER-PULP FANTASY CORE-Humanoid Radicals

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

NPC and Monsters Index

The cause of Humanoid Liberation is widespread across the globe, though it takes many forms.  Some want government redress and reparations for past abuses.  Some enter politics for the purposes of redistributing wealth to the generally impoverished Humanoid community by taxation.  Some are virtually legal terrorists, suing and enforcing punitive regulations upon Corporations for profit and even pure spite.  Some Humanoid dominated nations highly repress or completely force out any other race by law.

Litigation and politics aren’t extreme enough measures for some Humanoids wanting revenge on the rest of Humanity.  (And thank goodness, because that would make for a lousy game setting otherwise.)  The Humanoid Radicals seek to destroy non-Humanoid civilization via terrorism and asymmetrical insurgency.  The average Humanoid living in the “civilized” world and Humanoid nations all officially denounce this movement, but the reality of it is that they either quietly applaud it or directly support it clandestinely.  The legal/political movement may abhor the Radicals’ tactics, but they essentially have the same goal.

The power, wealth, and influence of the Humans, Dwarves, and Elves has kept the Radicals from rallying all Humanoids to the cause.  One of the few things that will bring the rest of Humanity together is mass terrorism, albeit for only a short while.  While no one believes Humanoids were the brains behind the Gnomish Extermination event, they were the ones who carried it out.  This has resulted in some lasting cooperation between most civilized nations.  Even then, the arguments on how to combat the Radicals are a dividing point.  Complicating matters are the Drow and Human Humanoid sympathizers.  Some of these individuals are highly placed in governments and major corporations, overtly or covertly shielding and helping the Radicals. 

Note that Elves and Dwarves have allied with Humanoids for common causes in the past, but there’s no chance of any of them ever throwing in with the Humanoid cause.  Their feud is ancient to the point of shared mythology.  Further, they never took orders from Humanoid leaders, even when on the same side.  Only Half-Orcs, Drow, and Humans, and certainly not all of them, will follow Humanoid rule.  It goes the other way in the Radical arm of the Movement.  Humanoids won’t even allow non-Humanoids in as fighters, only as support.

As ever though, the Humanoids are their own worst enemy.  There are continual fratricidal conflicts among the various “breeds” (or “Communities” as they refer to themselves).  The Hobgoblins, perhaps the most powerful group of Humanoids, refuses to join with any general Humanoid cause, and actively fights any terrorism directed at them.  There is also societal tension between the few legitimate, wealthy Humanoid benefactors of the Radicals and the poor and completely expendable troops in the cause.      


Here are some typical types of Radical troops.  Cell leaders will be more formidable and may have Implants.  They should be like Brains, but of no more than 4 HD.  There are leaders behind the scenes, perhaps not even really in Radical arm of the Movement, of higher HD.

Thursday, January 30, 2014

CYBER-PULP FANTASY CORE-Nazi's

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

NPC and Monsters Index

Nazi's are a group of Humans, Dwarves, and Hobgoblins who believe themselves to be genetically superior to all of the other races of Humanity.  They are marked by their specific hatred of Elves.  Any other race is just considered inherently inferior and can simply be subdued.  The Elves and especially Half-Elves must be exterminated for their crimes against Humanity.  (Anti-Elfism is the technical term.)  The specific causes of this animus are beyond questioning (and any explanation) to the Anti-Elfists.

Though hated and even outlawed in most corners of the world (only Humanoid-dominated nations are sympathetic), the National Socialist Party does one thing very well in the future: genetic engineering.  In their hidden labs, they are constantly trying to create a “master race,” as well as trying to resurrect past leaders.   Psychokinetic abilities in Humans, Dwarf cloning, the Gnome Extermination, and even the entire Hobgoblin race have attributed to their research by conspiracy theorists, correctly or not.  The Nazi’s seem to have unlimited sources of funding for their experiments.  Just for fun seemingly, they’ve even recreated dinosaurs (kept in hidden habitats, of course).  In spite of their knowledge and money, Nazi is still a curse word in civilized society.  They are a dangerous group of lunatics, but thankfully, a small, fringe one.    

The Nazis are continually concocting schemes ranging from the theft of high-tech weapons and genetic research to knocking over gold depositories and museum art theft.  They’re perpetually preparing for masterstroke against civilization that will likely never happen.  The government seems to be covering up their activities and blaming them on the Radical Humanoid Movement (who are just as bad).  Some speculate that certain corporations are sympathizers with the cause, or they are cynically using them to illegally advance genetic science.   

Nazi Officers (Brains) of any race will typically have a variety of Implants and upgrades, some of an experimental nature.

Master Men
Genetically engineered human warriors, one of the pinnacles of Nazi science.  Unfortunately, all of their ability upgrades have had the side effect of rendering them dumb as posts.  While the scientists continue to work on upgrading their brains, the Master Men are typically used wherever brute force is needed with little subtly. 

HD 5 (d12), Hp 80 (maxed out), AC 18 (+4 Dex Bonus, +4 Flack Jacket)
Fort Sv +8, Ref Sv +8, Will +0
Melee: Power Punch +9 to hit, 1d6+4, Natural 16 and up hit, DC 12 Fort Sv or KO 1 turn
Ranged: Machine Gun +9 to hit if braced, +4 to hit if holding, 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


Hobgoblin Shocktrooper
While more powerful and disciplined than the typical Humanoid warrior, Hobgoblins are generally insane in combat.  They are fanatically devoted to the cause and volunteer enthusiastically for any suicide mission.  The cause is paramount, the mission all-important, survival is not a consideration.

HD 3 (d8), Hp 15, AC 14 (+4 Flack Jacket)
Fort Sv + 4, Ref Sv +1, Will +2
Melee: Short Sword +4 to hit, 1d6+1
Once per encounter, may make 2 melee attacks and on Natural 17 and up hits, max damage is scored.
Ranged: Assault Rifle 30 rd clip, M (they never use single shots)
+3 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

Depending on the mission, they may be rigged with a Deadman switch that arms (with an audio warning) upon death and explodes 2 rds later.  1d4 x 10 damage, 20’ radius, DC 12 Ref Sv ½ damage.
Infravision


Dwarven Stormtrooper
Typical Nazi facility guard and commando troops.  They are highly disciplined and determined.

HD 5 (d8), Hp 30, AC 16 (+4 Flack Jacket, +2 Riot Shield)
Fort Sv +6, Ref Sv +1, Will Sv +2
Melee (+5 Rage damage added): Combat Knife +7 to hit, 1d6+7, or may make 2 att/rd at +2 to hit
Shock Lance (used when riding T-Rex to take captives, can only be used once per rd), 1d8+7 or Shock mode DC 12 Fort Sv or KO 1 turn
Ranged: Assault Rifle 30 rd clip, M, may make 2 att/rd in single shot or burst mode at +0 to hit
+5 to hit, 2d8 single shot
+5 to hit, 2d8 x 1d2 burst (DC 12 Ref Sv to 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 +5 to hit, 1d4 x 10 (DC 12 Ref Sv 1/2 damage), 20’ area

Immunities: Poison, paralysis, petrifaction
Infravision


Tyrannosaurus
Trained mount.  They’re not quite as large and aggressive as the originals.  Its mouth is kept muzzled if they are trying to take captives.

HD 18d8, Hp 72, AC 14 (Natural)
Fort +16, Ref +12, Will +8
Melee: Slam (if muzzled) +10 hit, 1d8+9
Bite +10 to hit, 3d6+9
A Bite hit on a Natural 16 and up, means the victim is held in its mouth.  Unless at least 10 hp of damage is done, the victim is swallowed the next rd. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the tyrannosaurus’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12).


Raptor
Kept as trained attack creatures.  They are constantly attended by a handler, who controls it via an electric collar, otherwise they will attack anything.

HD 4d8+16, Hp 34, AC 16 (Natural), Enhanced Init +3
Fort +8, Ref +6, Will +2
Melee: 3 att/rd, 2 foreclaws +1 to hit, 1d3+2 and bite +1 to hit, 2d4+2
(For a Pounce attack, 3 att, 2 Talons +6 to hit, 2d6+4 and bite +1 to hit, 2d4+2)

Stealth +8, may Pounce attack if attacking from stealth 

Wednesday, January 29, 2014

CYBER-PULP FANTASY CORE-Cyber Ninja and Net Witch Covens

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

NPC and Monsters Index

Cyber Ninja
Essentially a corporate ninja clan with software skills.  They are hired to carry out hits, infiltration, and espionage against rival corporations.  Usually operate out of franchised  “Digital Dojos” in Asia.  These highly skilled computer experts operate in autonomous cells when on a job.  Further, these aren’t your stereotypical nerds.  They are highly trained martial artists and practitioners of Gun-Fu (their secret technique).  Efficient and ruthless, Cyber Ninja will stop at nothing to complete their missions, willing to sacrifice themselves and anyone who gets in their way.  Their organization is Humans only.

HD 5 (d8), Hp 20, AC 13 (None, +1 Dex, +2 Class Bonus)
Fort +5 Ref +5 Will +4
Melee: Wakizashi +6 to hit 1d8+1 
Ranged: Auto Pistol +6 to hit, 2d6, 15 shot, S
Or Poisoned Shuriken +6 to hit, 1 + DC 12 Fort Sv or Paralyzed 1 turn

Gun-Fu Stunt Attacks:
The Cyber Ninja may execute two special forms of attack when armed with their Wakizashi or an Auto Pistol by rolling a successful DC 12 Acrobatics check and a successful attack roll. The rd after the attack, they may neither move nor attack, but can still defend themselves.
Flying Strike: A focused attack against a single opponent. Done with a gun, the Ninja ends the attack at Close range to their opponent. Maximum damage. 
Flying Multi-Strike: Up to 4 adjacent opponents may be attacked simultaneously. The warrior rolls one attack roll and the opponents compare their AC to it. Make 1 damage roll and apply it to each opponent hit. Done with a gun, the Ninja ends the attack at Close range to their opponent. It will expend as many bullets as there are opponents targeted.

Data Jack +1, Memory Implant

Skills +4
Detection (Traps, ambushes), Detection (Trapped items)
Stealth (Hiding, sneaking), Escape Artist
Acrobatics (Balancing, jumping), Climb
Hardware
Hacking +5


Net Witch Coven
Hackers, but also practitioners of the Old Ways.  They hire themselves out to protect and crack networks via magical means.  Generally work in covens of three.  Humans, Pixies, Half-Elves, Tieflings, and Drow may be in the Coven, but only females.

HD 4 (d6), Hp 12, AC 11 (Dex bonus) (Pixie AC 13 Dex and race bonuses)
Fort +1 Ref +1 Will +4
Melee: Generally won’t hand-to-hand fight, +1 to hit
Ranged: As a last resort, .38 Revolver +3 to hit 2d4 (Drow-Max damage on Natural 17 and up hits), 6 rds

(Pixies have wings and flight ability.)
(Tieflings have Teleport ability 10’.)

Data Jack +1, Memory Implant
Hacking +5, Hardware +4
Spellcheck +4 (+2 Int, +2 HD), as a group +7, allowed 2 failures in encounter/turn before magic use is suspended for 1 turn rest.  DC 14 to Save against an individual, DC 16 to Save against the group.

Spells for individual members:
Alarm: Wards an area for 2 hours.
Comprehend Languages: You understand all spoken and written
languages. 2 turns.
Disguise Self: Changes your appearance. 2 turns
Charm Person: Makes one person your friend. 2 turns. Will Sv, Requires a Focus item, something shiny.
Sleep: Puts 4 HD of creatures into magical slumber. Fort Sv, Requires an edible Focus item, like a cup of coffee or a donut.
Summon Monster I: Calls 1HD, extraplanar creature to fight for you. 
Lasts until destroyed up to 1 day. Ceremony Spell.  (1 HD, 8 hp, AC 11, Claw +1 to hit, 1d6+1 damage)

Hex Spells are ones that are cast by the group.  These spells could likely take any sort of form.  In other words, they’re more plot devices than game mechanics.  Generally they will require a physical part of an item or a personal effect of a person to be effected.  Takes 1 turn to cast as a ceremony.

Cyber Hex: Cast as a group, takes 1 turn ceremony.  Acts like a conventional Hacking attempt with effects such as Crash, Observation, Search Data, Etc.  The DC of the Hex will vary depending on the system, say DC 12 for a common system with minimal protection, DC 18 for something more complex.  Does require a physical item that is either part of the system or that represents the system (using a symbolic item increases the DC by 1 and the hex won’t be able to actually alter any data on the system). 

They may also be hired to protect a network from Hackers (increasing DC to Hack or magically attacking Hacker or their equipment during a Hack) and to track Hackers who can’t be found out electronically.  This kind of “counter-Hacking” has a DC of 11 + Hacker’s Class bonus.

Familiar Animal: Small animal, like a cat, telepathically connected to the witches, can act as a Spy.

Tuesday, January 28, 2014

CYBER-PULP FANTASY CORE-NPC Classes

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


While some of these classes might make worthwhile character class choices, I think their use as good potential villains is more important.  The race list with the classes are only typical.  There are can Pixie Thugs and Orc Scientists, but they will have to be special in some fashion to do the job.

Thug
Generally your typical Corp Private Security, Mob Goon, or Street Trash.  Usually they are Human, Dwarf, Half-Elf, Half-Orc, or even pure Humanoid (Hobgoblins are the preferred “breed”).  The stats are generic.  Please note that a pair of Thugs with Assault Rifles could be quite dangerous to the characters.        

HD 3 (d8), Hp 12, AC 10 (none)
Fort +2 Ref +0 Will +0
Melee: Shock Wand +4 to hit, DC 12 Fort Sv or KO 1 turn, 10 charges
Club +4 to hit, 1d6+1, on Natural 18, DC 12 Fort Sv or KO 1 turn 
Ranged: Stun Gun +3 to hit, DC 12 Fort Sv or KO 1 turn, C, 10 shot clip,
.38 Revolver +3 to hit, 2d4, 6 shot, S
Assault Rifle 30 rd clip, M
+3 to hit, 2d8 single shot
+3 to hit, 2d8 x 1d2 burst (DC 12 Ref Sv ½ damage), 3 bullets
+0 to hit, 2d8 x 1d2 spray, up to 3 adjacent targets (DC 12 Ref Sv ½ damage), 6 bullets
Sawed Off Shotgun +3 to hit, 2d10, spray up to two adjacent (DC 12 Ref Sv 1/2 damage) 2 shells, C

Corp Police and SWAT
Well-trained law enforcement officers and quite dangerous to those breaking the law (as the characters may be doing).  Police are usually hampered by having to abide by the law and various procedures, such as always calling for backup in gunfire situations.  SWAT troops will have Assault Rifles and grenades.  They are only available for certain situations (like hostages) and then have to spend time securing the area and planning their raids.  They also tend to be a little trigger happy, so innocent bystanders can be used as shields against them.  Humans and Dwarves typically make up this group.  

HD 5 (d10), Hp 30, AC 15 (+4 Flack Jacket, +1 Dex bonus)
Fort +5 Ref +2 Will +1
Melee: Shock Wand +6 to hit, DC 12 Fort Sv or KO 1 turn 
Ranged: Auto Pistol +6 to hit, 2d6, 15 shot, S
Assault Rifle 30 rd clip, M
+6 to hit 2d8 single shot
+6 to hit 2d8 x 1d2 burst (DC 12 Ref Sv ½ damage), 3 bullets
+1 to hit 2d8 x 1d2 spray, up to 3 adjacent targets (DC 12 Ref Sv ½ damage), 6 bullets
Shotgun +6 to hit, 2d10, 5 shells, S
Flash Bang Grenade +6 to hit, S, 20’ area, DC 12 Fort Sv or blinded and deafened for 1 turn.  Also fills the area with smoke.

Brains
Smarter than your average thug, these individuals are in charge of the security forces, thug lieutenants, building security, police detectives, bounty hunters, or are private investigators.  They oversee events, plan the transit of valuable resources, make tactical decisions in emergencies, investigate backgrounds and crime scenes, and track down fugitives.  They should have access to personnel including thugs, professional mercenaries (SWAT), to even consulting Hackers and Occultists.  From the characters’ point of view, dealing with the Brains in a heist is often the difference between being met by a disorganized mob of thugs or a SWAT team locking down the building.  Brains are typically Human or Half-Elf.

HD 6 (d10 Human, d8 Half-Elf), Hp 35 Human/29 Half-Elf, AC 14 (+2 Kevlar shirt, +2 Dex bonus)
Fort +6 Ref +4 Will +4
Melee: HTH Expert +7 to hit, 1d3+1, KO (Knock out) 1 turn on Natural 18  
Ranged: .44 Revolver +8 to hit, 2d8, 6 shot, S
(Combat is not usually the Brain’s specialty.  Brains set up as recurring NPC’s should have a special, trademark weapon.)
May have Hacking Skill +5 and other specialized skills at the same bonus.  Will usually have special communications and surveillance equipment.
Detection +5, 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.
Observation +5, An ability to gauge the veracity of someone being interviewed, and also the ability to pick out suspicious people in a crowd or something incongruous or out of place in a setting.  DC 12 if up against an amateur (less HD) trying to get away with something, DC 18 against an expert (equal or more HD or someone using special magic or technology).
Stealth: +5
Crack Shot: Can fire into melee
Infravision and Immunities to sleep, charm, and paralysis effects, if Half-Elf.


Tools, Stiffs, and Suits
These are the denizens of the Corporate world.  They are not combat professionals.  They are paid for their non-martial skills.  Tools are programmers and scientists.  Stiffs are mid-level managers and white collar workers.  Suits are the Execs.  The characters will be dealing with these individuals on a regular basis as clients, informants, needing protection, and perhaps as targets.  Recurring NPC’s or those who are the objects of an adventure should be played as interesting individuals: passionate, eccentric (especially the Tools), megalomaniacs, vain, greedy, foolish, hopelessly idealistic, manipulative SOB’s, etc.  Most Corp employees are Human, Elf, Dwarf, Half-Elf, and even Drow, though other races will be represented.     

HD 5 (d6), Hp 15, AC 10 (none)
Fort +1 Ref +1 Will +4
Melee: HTH +2 to hit, 1d2   
Ranged: .38 Revolver +2 to hit, 2d4, 6 shot, S
(Combat is always the last option for these NPC’s.)
May have Hacking Skill +6 and other skills at the same bonus.
Programmers will have a Data Jack +1 or better

Racing Journal (This time for sure) 1-27-14




“So why do they race for 24 hours?  Because they can?”  This was the response from a co-worker when I’d mentioned that I was planning on watching the 24 Hours of Daytona race.  Funny.  I’d never actually questioned why people race for 24 hours.  Perhaps this is a unique insight on the human condition.  Perhaps this activity is completely foolish, and I am an even bigger fool for wasting my time watching it. 

Nah.  That girl just needs to watch a race, then she’ll understand.

Yes, here I am, finally getting to it, the Rolex 24 hours of Daytona.  This is the inaugural race of the new Tudor United Sportscar Championship.  USC?  Hmmm.  Or is it called something else?  It’s actually administered under IMSA which runs their website.  Obviously their first problem has to do with multiple acronyms.  At least, they walked away from their initial ISCAR moniker.  The second problem is that I have no idea what IMSA stands for.  I’m not entirely sure what NASCAR stands for, but at least it sounds better.  I also don’t know what the Tudor company sells, so their title sponsorship has been wasted to this point.

67 cars started the race.  There are four classes simultaneously racing out on track: the Prototype class or the ugly cars (formerly called Daytona Prototypes), the Prototype Challenge class or the better-looking prototypes (formerly LMP2), the GT class (err. . . Sportscars), and the GT Daytona class (umm. . . More sportscars).  It probably would have taken the Fox crew about two minutes to comfortably explain each class.  Unfortunately they only took 30 seconds.  I’m not an expert on this form of racing, and after watching the two-hour broadcast, I’m still not one. 

I’m not kidding about the ugly Daytona Prototypes.  Go back and look at that promotional image.  There’s a Viper, an Audi, and an Aston Martin.  There’s no DP’s in that picture for a reason. 



(Shudder.)  I can’t believe Corvette (or any other car brand) actually allows their name to be put on these things.  As hard as it is to believe, the DP’s are actually looking better than used to be.      

The formerly awesome Delta Wing car now has a top over the cockpit.  It looks like the bastard love child of a DP and the Batmobile.  I blame Grand Am’s influence in the newly merged series for this atrocity. 

Before merger.


After merger.


The Le Mans Prototypes seemed to now be limited to a Spec class (everyone running identical cars). 




I did see a very cool-looking Mazda Prototype in the Le Mans fashion out there racing.


 But no Audi R10’s (or whatever number they’re on).


Much less a Bentley Speed 8.


Or a Penske Porsche Spyder.



I’ve read that the DP’s were all significantly upgraded via rules mandate with the merger.  The LMP’s were not, and thus were essentially downgraded as the premier class.  Certainly in the early going of the race the LMP’s didn’t look good.  They were involved in several crashes and spinouts. 

I don’t know where either Prototype class is going at this point.  The DP’s just need to either go away or start looking like LMP’s.  Hey, they don’t race DP’s at Le Mans for a reason.  They don’t want their race to look bad.  Yeah, it’s a race, but on some level it is a beauty contest too.  That’s the selling point of sportscar racing. 

Much of the early coverage unfortunately focused on the DP’s, thus surely scaring away many viewers.  This is too bad, because later on, the coverage wisely started showing off the glamour cars racing.  There were Corvettes, Aston Martins, Ferraris, Porsches, and those beautiful Vipers from the promo images, all racing close and hard against each other. 

If you could get a few more high-end brands and cars together, you could have a series with just them (actually, that’s probably been done).  Maybe some penalty weight or something to equalize the cars a bit, grab a couple of big name drivers (even if they’re past their prime), a good promotional campaign and some decent TV coverage, and I think you’ve got one hell of a racing product.  I don’t think I’m speaking for myself when I say that I get downright giddy seeing these kind of cars race.  F1, IRL, and NASCAR are simply not as relatable and cool as seeing a Corvette out on track.



The coverage included a couple of interviews.  Patrick Dempsey, of course, got some airtime.  He’s definitely the biggest potential draw to people who aren’t racing fans (and he is a serious racer).  They also talked to Dario Franchitti, who’s rehabbing career-ending injuries from an IRL wreck last year.  Now he’s in a “leadership” role with Ganassi.  Not that I know him well, but Dario just seemed like a totally different person.  He was so relaxed and at peace.  I’d hate to say that an accident was good for him, but he seems like a much happier person.  (I’m becoming increasingly afraid Michael Schumacher is unlikely to have similar happy ending.)

As for the Fox race coverage, it was abominable.  Of course this is mostly because Kelli Stavast wasn’t there, but perhaps that’s not the most professional or universal opinion.  There was no pre-race.  The coverage pretty much started with the race.  This is one time where a little extra time would have been useful.  They could have introduced people to the sport and the concept of the multiple classes.  They could have given a little history and talked about the merger.  Introduced some the drivers who were there from other series and the favorites in the field.  Granted over the course of the entire broadcast (I think most of the race was on TV) this stuff would be covered, but in little scattered pieces.  On the Fox broadcast, they should have been selling the series to the curious onlookers, not just the hardcore fans. 

Given the size of the field, following the action was difficult, but that was to be expected.  This may be another tacky opinion, but the commercials were also generally not as classy and cool as the ALMS ones were.  The commentators mentioned the large crowd there.  It might have been a good idea to have shown them, since they were in the infield and most of the shots of the race only showed fairly sparse attendance in the stands.  I’ve been told the crowds for these kind of races and essentially giant all-night parties, another missed opportunity to sell the sport by not showing it. 

I invested two hours in watching the race and however long it took to write this.  Peter De Lorenzo probably put a little more time into it and certainly knows more than I do.  You can read his column for the results and some rather pointed and informed opinions about the race.  (What can I say?  I’m not over the “squee!” factor of watching cool, expensive sportscars hitting each other out on track.)



In spite of the complaints, I really hope I’ll get to see some more USC or whatever they’re going to call themselves.  The sportscars are still cool to watch, even with a few ugly vehicular creatures out there with them.  I suspect most of the schedule will be on Fox Sports 1, and I’ll miss those races.  Any further posts on this subject will bear the IMSA tag, I guess, until something better comes up.

Monday, January 27, 2014

CYBER-PULP FANTASY CORE-NPC's and Monsters

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

NPC Associates
NPC Corporate Entities
     Balor, Drax, Mars
     Supreme
     Ophidian
Non-Aligned Entities

This game, perhaps more than the typical RPG, will utterly depend on the quality of the NPC’s in the adventures.  Novel technology can carry a few episodes, but it is the effect of that technology on others (physical and psychological) that make the experience entertaining and memorable.  Villains should be ominous, driven, and formidable.  Their henchmen should be intimidating, quirky freaks.  Those caught in the middle of conflicts should be haunted, passionate, foolish, or overly shrewd and cynical.  Throw in the occasional generic thug just to show how strange these creatures are. 

The general guideline for NPC’s here is that 5 HD (5th level) means an experienced professional (which is where the characters start off).  6 HD (6th level) are experts in their field.  7 HD (7th level) NPC’s are bosses, legendary in their abilities and rare.  Anything above that is likely supernaturally and/or cybernetically enhanced.  Anything below 5 HD is some degree of amateur or low level professional, who has some training and a little experience.      
Note: Assume any firearm using NPC carries 1 full reload for their weapon.  Assume any firearm used in combat that is recovered is ½ empty.

Sports (sort of) Journal 1-26-14

Wow!  I’m out of practice at this.  Forgive me if this rambles worse than usual.  No, I don’t feel like talking about the Superbowl or Richard Sherman.  My baseball viewing may be severely limited this year, so my sports blogging may be limited along with it.  Frankly, I’m not sure what I’m going to be doing after I finish posting the rest of Cyber-Pulp. 

Okay, a little football.  What do you all think of getting rid of the Point After Attempt?  The NFL has floated this trial balloon in front of the big game.  Either take 7 points with a touchdown or take 6 and then go for 2.  I’m ambivalent.  I’m sure fantasy footballers are more vocal and will have the final say.  In my opinion, you could also get rid of kick-offs too.  After the last kick-off rules change, most of them just fly into the endzone anyway.  Start the ball on the 20 after a score.  I think they were doing something like this in the Pro Bowl, not that I could really bear to watch it.  If a team wants to retain possession after a score, put the ball on their own 40 and give them 1 down to make 20 yards.  If they don’t make it, then the opposing team gets the ball on the other team’s 40.  None of this makes any difference as long as the game is blatantly being fixed, but that’s another post.  (Don’t hold your breath waiting for it.)

May as well continue rambling.  I’d like to thank 5 Guys hamburgers for an excellent pre-race meal.  They just opened their Las Cruces location the day before right next to me.  There’s been a palatable buzz surrounding this place for months.  I walked over with my dad (who lives down the street from me) on Saturday, and we got there about five minutes before they opened.  The owner came out and greeted us and chatted amiably until the doors opened.  Of course, he was an ex-pat New Yorker.  What would this country be without these people?

We took the burgers to my apartment (small, bacon-cheeseburgers).  One bite into the meal, we were both unbelievably impressed.  We ate slowly, savoring each bite.  I didn’t want to finish it.  I didn’t want it to end.  Afterward I said, “I wanna go back over there and hug the owner.”  More pragmatically, Dad said, “I wanna go back over there and get another.”  I realize this has nothing to do with sports, but I think this may have been the best hamburger I’ve ever had, and I feel compelled to tell everyone about it.

I’ve got an ugly-looking, hand-written page of notes here.  Little wonder I’m having trouble starting this.  Even though it’s January, there’s been some car-related action over the last two weeks.  Fox broadcast the Barrett-Jackson auction last weekend.  Rick Hendricks and Jeff Gordon were there in the front row.  The biggest ticket item I saw was a $4.6 million hammer on a classic Corvette. 

NBC broadcast highlights from the Detroit Auto Show on Saturday.  They starting doing this when they were doing NASCAR races and have kept doing it ever since.  I was impressed by the amount of technology that’s working its way into average cars.  Even F1 cars seem a bit low-tech by comparison.  NASCAR is positively primitive.  It’s hard to technology transfer between race and street when the cars are so different.  Competition or technology?  The eternal question in racing for car companies and racing series.

NBC also showed the Mecum car auction on Sunday, after the hockey game at Yankee Stadium.  (I love hockey, but don’t follow it enough to comment on it.)  The star item in truncated coverage (as the game was delayed by an hour) was a 1956 racing Corvette, “The Real McCoy,” that went for $2.3 million.  Nah, actually it was Kelli Stavast’s sudden appearance as a reporter there.  It warmed my little heart to see her, especially after my disappointment the day before with the race coverage.

Eject!  Eject!


Okay, let’s start over on this tomorrow with actual coverage of the 24 Hours of Daytona.

Friday, January 24, 2014

CYBER-PULP FANTASY CORE-Vehicle Combat

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

VEHICLE COMBAT

Vehicle AC: For normal vehicles (cycles, cars, non-military aircraft) while moving, AC 10 + Drivers/Pilot skill.  For horses, if the character has horsemanship in their background or 1 XP in training, (Dex + Wis)/2 +3.

Car/Aircraft Damage: Vehicles don’t have hp.  Small arms fire that hits a vehicle with a Natural 18 and up, automatically crashes it.  A hit that is on less than a Natural 18 requires a DC 12 Driver/Pilot skill check to avoid crashing.  Explosive and high-energy weapons that hit, automatically crash the vehicle.

Crash Damage: The vehicle is totaled.  DC 18 Driver/Pilot skill (and only those with the trained skill) check to avoid damaging occupants in crash.  If successful, all occupants are stunned for 1 rd.  If failed, the occupants of a land vehicle must each make a DC 18 Fort Sv or die (XP to survive).  Even if successful, the occupants will still be unconscious for 1 turn.  For aircraft in flight, they have to expend XP to survive the crash. 

Car Chase: Roll initiative each rd.  This is 1d20 + Driver Skill.  Roll off any ties.  Resolve any evasion or blocking attempts before any gunfire between vehicles.        

Cars can attempt to evade pursuit by winning the initiative and then making a DC 12 Driver Check (DC 18 if the pursued car is significantly slower).  The pursuer can attempt to find the car the next rd with a DC 12 Detection Check.  If successful, pursuit continues.  If failed, the evading car has shaken the tail.

Car Blocking: Must have Professional Driver Skill and must win initiative.  If using a significantly faster car, DC 12 Driver Check.  For equal cars, a DC 18 Driver Check (slower cars may not attempt this).  On success, the pursed car is stopped and all occupants are stunned 1 rd.  On failure, the pursued car gets away.  Only one attempt at blocking may be made in a chase.

Attacking From a Moving Vehicle on Another: High-speed combat is difficult.  All shots must be Called Shots.  A hit only occurs on at least a Natural 12 and up.  Trying to hit a specific occupant or a certain spot on the vehicle is a DC 18 Called Shot. 

Horses/Motorcycles: It is a DC 18 Called Shot to just hit the rider.  A hit on just the rider, allows them to continue, but without their Driving or Horsemanship skills.  Otherwise, a firearm hit on a Natural 12 and up is upon the mount and stops the horse/cycle.  Both types of mounts are considered ruined.  For the rider, DC 18 (DC 12 if wearing a helmet) Fort Sv or die in a crash (or use XP).  If successful, stunned 1 turn.   

Tanks/Armored Cars: These vehicles are invulnerable to gunfire and normal melee weapons, and even up to RPG’s, but otherwise function as other vehicles.  Tanks may have a cannon and machine guns.  Armored Cars only have machine guns.  Cannon fire is a specially trained military skill, especially while moving, (Dex+Int)/2 +3.  A tank cannon requires two crew to fire every rd, and is a line of sight weapon, L range, 1d6 X 10 damage (DC 12 Ref Sv 1/2 damage), 20’ area.   

Thursday, January 23, 2014

CYBER-PULP FANTASY CORE-Skills and Miscellaneous

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


Rules Index

SKILLS
Roll 1d20.  Add appropriate ability modifier.  Add 1/2 level if allowed.  Add in additional modifiers if more than one character is attempting the task (if allowed).  Match or beat the Difficulty Class (DC) number.

Hard task DC 12, Very Hard task DC 18

These are suggested target numbers.  The Ref may increase them based on the situation.  Don't bother rolling for simple tasks adjusted below DC 12.

Physical Feat: Pick an appropriate ability (or average of two) and add the bonus to the roll. Examples: jumping (Str + Dex), force door (Str), snatching something out of mid air (Dex), resist cold, fire, smoke (Con).  If appropriate, additional assisting characters may add +1 to the roll, if they have a bonus in the ability.

Trained Skills: Generally, unless the character has the training, such as Piloting or Medic, they will not have any reasonable chance of success.

Class Skills of Other Classes: Characters may attempt skills such as Stealth using the same ability bonuses, but will get no Class bonus.

Monster and NPC Skills: If there is a sudden need to determine for a skill, generally use 1/2 HD or 1/2 level as the bonus.  If the monster or NPC has a noted ability, add an ability bonus for that as well.  Note that Stealth and Detection are always rolled by the characters.  Monster abilities and skills modify the DC for the character's attempts.

Specific Skill Notes

Stealth: Is the skill representing hiding and sneaking.  A successful skill check is first needed to surprise attack under normal circumstances.  For an ambush with more than one character, the one with the LOWEST Stealth ability rolls for the group.  However, each character with the Stealth class skill in the group adds +1 to the roll.   The Stealth DC is generally 12, if the sneak has good conditions (bad light, distracted, indifferent guards).   Against someone with the Detection skill, or has enhanced senses, or is on heightened alert, set the DC at 18.

Detection of Ambushes: The character with the highest Detection skill rolls for the group.  Each character with the Detection class skill in the group adds +1 to the roll.  If successful, normal initiative is rolled.  If not, the attackers gain a free rd of action.  The Detection DC would be generally 12, but if the ambushers all have the Stealth skill, DC 18. 

Detection of Traps: The character with the highest Detection skill rolls for the group whenever a trap is encountered.  Anyone else with the Detection skill adds +1 to the roll.  If the group is actively searching for potential traps (at walking movement rate), a successful check finds the trap before anyone has passed it.

If not searching but a detection roll is made, either the first person in line has stepped on the trap, but not yet set it off, or a random number of characters have first stepped over it without setting it off, whichever is appropriate.  A disarm trap attempt will need to be made to stop the trap from going off.  Whether searching or not, a failed roll means the trap has gone off, either upon the first person in line or a random character in line, whichever is more appropriate.  Figure the Detection DC at 12 for a fairly crude, average trap, DC 18 for well-hidden trap laid by a master.

Find (Secret Doors and items): These must be actively searched for for 1 turn in a small area or room, 2 or more in larger areas. The character with the highest detection chance rolls for the group.  Anyone else searching with the Find skill or at least +1 Int and + 1 Wis bonuses adds +1 to the roll.  Multiple searches add +1 to roll up to +3 per day.  Figure the Detection DC at 12 for a fairly simple secret, average secret, DC 18 for well-hidden secret created by a master.
         

MISCELLANEOUS RULES

Buff Spells, Anti-buff spells, and Potions: This refers to magical or artificial enhancements to someone’s abilities.  Only one may be in effect at a time.  Another buff or anti-buff spell cast or taken upon someone already under the effect of a buff, will simply cancel out both effects, regardless of the spells.  For simplicity's sake, assume a buff taken before combat or an action lasts for the encounter and ends after it is over.

Encumbrance
Assume a carrying capacity of about 10 lbs. per Str point.
A character is considered heavily encumbered if they are carrying over half of their total capability.

Movement
For lightly encumbered characters.
5' movement in a combat round.
40' walking in a round.
400' walking in a turn.
4 miles walking in an hour.
32 miles walking a day.

Characters may sprint at 3x walking speed for 1 rd + Con Bonus.  After that, they must rest/walk for rds = to their Con Bonus before running again.  For longer distances, a character may run at x2 distance in an hour.  A DC 12 Con check is required after the second hour, DC 18 after the third.  If the check is failed or after 4 hours, the character must completely rest for the remainder of the day.   

Heavily encumbered characters move at 1/2 the light rate.  A group may only move as fast as its slowest member and still stay together.  

Wednesday, January 22, 2014

CYBER-PULP FANTASY CORE-Damage, Saving Throws, Recovery, Death

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


Rules Index

DAMAGE

Melee: For characters and NPC's, add Str bonus to damage.

Coup de Grace: Full rd melee attack on a helpless foe.  Automatic hit, maximum damage. 

Environmental Damage: When characters are in environments that are excessively hot or cold or otherwise inhospitable, the Ref may require a DC 12 Fort save at the beginning of the day or Turn.  The first failed check has the effect of reducing the character to 0 BAB (other bonuses are unaffected) and half movement.  A day/Turn of complete rest will cure the condition.  If the character presses on without that rest, roll again at DC 18 the next day/turn.  On the success, the character stays at the reduced condition.  On failure, they are incapacitated for the day and will require a day’s rest to return to normal. 

Energy Drain: Creatures, such as Undead who drain energy, their attack diminishes a victim’s negative hp on a failed Will Save.  (A successful energy drain also stuns the victim for 1 rd.)  These are the hp below 0 that indicate possible lethal damage.  Most every character or important NPC only ever has 10 negative hp, regardless of their positive hp total.  (Unimportant NPC’s can be considered killed on any successful energy drain.)  If all of a character’s 10 negative hp are drained, they considered completely soul-drained and unrecoverable, just like receiving more than negative 10 hp in physical damage means the body has been destroyed beyond recovery. 

Use of XP to change this outcome can be done, but should always come with permanent consequences for the character.  Lost negative hp are only recovered via 8 hrs of sleep.  Until that time, a character with lessened negative hp is more vulnerable to complete physical destruction because of it.

Poison/Disease: A failed Fort save vs. lethal poison automatically reduces the character to 0 hp and unconsciousness.  They must be given an antidote (spell or potion) in 1 + Con bonus days/hours (depending on the lethality of the poison) or die.

Insanity: With a failed Will Save caused by a supernatural fright or an Occultist blowing a ceremony spell and such, the character becomes eccentric and the DM picks a trigger event that causes a specific mania for 1d4 rds.  Only after psychological counseling (in play, if someone has psychological training or can otherwise happen out of play), and another exposure to the trigger with a successful Will save, is the character considered cured.  If failed, the condition becomes permanent. 

If the character develops three permanent manias, they are considered hopelessly insane.  The character is taken out of play and controlled by the Ref.  Perhaps they can be cured by supernatural means.  Perhaps the character becomes a villain.


SAVING THROWS
A successful save negates or halves damage depending on the effect.  The DC for the save depends on the effect and its power. 

Fortitude (Fort): Use Class Fort + Con bonus against attacks effecting the body, such as poisons and environmental effects.

Reflex (Ref): Use Class Reflex + Dex bonus against attacks that can be dodged, such as mechanical traps and breath weapons.

Will: Use Class Will + Wis bonus against mental, spiritual, and psychological attacks, such as supernatural charm, energy drain, and domination. 

Monsters and NPC’s: Generally save as a Fighter level equal to their HD.  **link to Fantasy Core characters** If the NPC has magic using abilities or is especially dexterous, they should save as a Wizard or Thief instead.

Electrical Equipment: If electrical equipment is attacked, it does get a Saving Throw.  Only roll if it’s somehow important to the scene and not every time there’s a fight near a computer.  Versus an electrical or fire attack, DC 18.  Versus a physical attack (or anything else), DC 12. Consumer Grade +1, Professional Grade +4, Military Grade +8.  Versus an EMP attack, only Military Grade electronics gets a Saving Throw.


RECOVERY

Medic: If medical skill is applied within 1 turn of damage and the character has at least 1 hp, regain 1/2 of lost hp with 1 turn of rest. 

Natural Recovery: With 1 turn of rest, a character may regain 1/2 of lost hp with a DC 12 Fort Save.  Regain all lost hp with 8 hours of rest.


DEATH

0 hp: Unconscious.  Character will recover to consciousness and 1 hp in 1 turn. 

Below 0: Dying.  If untreated within a turn, roll a DC 18 Fort Save to stabilize.  If failed, the character is dead (and entitled to any last words, or using XP to survive).  If successful, the character is at 0 hp and unconscious and recovers as above.

Stabilizing: Character is below 0 hp.  If the Medic skill is applied within a turn of going below 0 hp, the DC is 12 to the wounded's attempt to regain consciousness.  If failed, the character is dead (and entitled to any last words, or using XP to survive).  If successful, the character is at 1 hp and conscious and may receive other types of healing.  Any magical healing applied to a character within a turn of going below 0 will bring the character to consciousness and at least 1 hp (even if the amount of healing doesn't add up to positive 1).

Negative Damage Greater Than 10 hp: Decapitated, disemboweled, cleaved in twain, chopped to bits, blood puddle, vaporized, gone, no recovery (without divine intervention, that is using XP).  The character-less player is entitled to a round of applause from everyone at the table.