Monday 29 February 2016

SWYVERS MONSTERS

HD ARE d6 (Humans are 3d6 for reference)
Stats are for swyvers - current pdf here

Gargoyle – Living demons encased in stone, perfectly adapted to survive in the more historic streets of the Smoke. The sun hurts them immensely, paralyzing them with pain during the day, something they wish to share at night.
HD 5
ATTACK +3 - CLAWS D8 + 2
DEFENCE – 12
ARMOUR – AS HEAVY (STONE HIDE)
MOV AS MAN
INIT AS LONG WEAPON
MORALE 10
D4 -2 APPEARING
Uses stony camouflage. Uses great weight to drop and crush for 1d12, save to notice and dodge.

Ghouls – Humans infected with The Hunger – when not starvation-wild, they are rational and can be conversed with. Nobles infected with The Hunger manage to stay sane, whilst the poor inevitably end up dead or a member of a ghoul-warren.
HD 2
ATTACK +2 – BITE 1D6 + DISEASE + 1
DEFENCE – 8
ARMOUR – NONE
MOV AS DOG
INIT AS SHORT WEAPON
MORALE 6
D10 APPEARING
Disease – Save or The Hunger sets in. For the first week, you eat twice as much. The second, meat only. The third, only human meat satisfies the hunger. You become yourself when sated, but the hunger always lurks, returning in d6 hours. Your will file your teeth sharp to better bite through human flesh.

Ratmen – The Ratmen do not exist. They are not sneaky, cunning or adapted to their warrens in the Undercity. They do not collaborate with the criminals and the desperate so common to the Smoke. They do not carry any diseases. The bounty for their tail stands at a shilling.
HD 3
ATTACK +1 – AS WEAPON / BITE 1D4 + DISEASE
DEFENCE – AS WEAPON + 3
ARMOUR – AS LIGHT (FUR)
MOV AS MAN
INIT AS WEAPON
MORALE 7
D20 APPEARING
Disease – Save or random disease carried by rat or man.

Ashdweller – Some are forced to dwell in the Undercity, and generations spent away from the Sun take their toll. The Ashdwellers are ghostly pale, hairless and emaciated. Their eyes are huge, and they flee from open spaces with an uncomfortable four-limbed gait.
HD 2
ATTACK +1 – AS WEAPON 
DEFENCE – AS WEAPON + 2
ARMOUR – AS ARMOUR
MOV AS FAST MAN
INIT AS WEAPON
MORALE 5
D12 APPEARING

Inverted Nobles – Ashdwellers driven mad and given to collecting the dropped wealth which filters down into the Undercity, storing finds in their rotund bellies. They are perfectly willing to share this wealth, at a cost – 1d4 permanent damage to a random stat, manifested as the Inverted Noble whispering into your ear, is rewarded with 50 shillings, vomited painfully yet joyously by the Inverted Noble. If killed, their belly contains only corroded, worthless pennies.
HD 3
ATTACK +1 – AS WEAPON + 1D4 PERMAMENT STAT LOSS
DEFENCE – AS WEAPON + 1
ARMOUR – AS ARMOUR
MOV AS FAT MAN
INIT AS WEAPON
MORALE 12
1 APPEARING


Rotworm – The filth of the polluted rivers bleeding from the Smoke into the sea breed awful beasts. The Rotworm slithers through the muck in search of animals to drown using their 8 mouth-tentacles. Those unfortunates are used as egg-casings and birth-food for their loathsome brood.
HD 4 
ATTACK +3 – 1D8 +2 MAUL BESTIAL / GRAPPLE & DROWN 
DEFENCE – AS MEDIUM WEAPON +3
ARMOUR – AS LEATHER (TOUGH HIDE)
MOV AS FAT FISH
INIT AS MEDIUM WEAPON
MORALE 8
D4 APPEARING

Dead Giant – Timeless, deathless, lifeless. The long-dead Giants of the country slumber in chambers riddled with warnings of the terrible uncorpses they contain.
HD 10
ATTACK – SMASH - DODGED WITH DEX ELSE 2D8 +4 DAMAGE
DEFENCE – AS UNARMED
ARMOUR – AS CHAIN (THICK SKIN)
MOV AS LUMBERING, 15FT MAN
INIT LAST
MORALE 12
1 APPEARING
If a giant is not slain within 6 rounds, it will awaken enough to employ any spell of its choosing.

Piteous Giants – Degenerated Dead Giants never given over to slumber yet trapped in the depths. They have the bodies of a naked starved mean, smeared with shit and mud. They still have the head of a Giant, clumsily balanced atop their emaciated frame. The head is hairless, covered with scrapes and bruises. They have bones capable of huge amounts of deformation, allowing them to squeeze through tiny gaps. They have the ability to terrify humans with their dead stares.
HD 4
ATTACK +2 – AS WEAPON +1 or STARE – SAVE OR TERRIFIED, FOETAL POS. 1D4 ROUNDS
DEFENCE – AS WEAPON +3
ARMOUR – UNARMOURED
MOV AS CLUMSY CHILD
INIT AS WEAPON
MORALE 10
1D4 APPEARING

Vampire ¬– The perfect parasite, cursed with deathlessness and all-consuming thirst. Each one is killed in a differing manner, suffering no damage from standard attacks. They can be organised by their weaknesses.
HD 10
ATTACK - +5 – DAMAGE AS WEAPON + 3 OR BITE FOR 1D10 CON DRAIN
DEFENCE – AS SHORT WEAPON OR WEAPON + 7
ARMOUR – AS ARMOUR, IMMUNE TO NORMAL ATTACKS.
MOV AS FAST MAN
INIT AS STEP LOWER THAN WEAPON
MORALE 10
1D4 -2 APPEARING
Common Weaknesses – Silver, Head Destruction, Heart Destruction, Specific Herb, Blessed Weapons (assign 1d4 weaknesses)

Crown’s Own – The elite, professional bodyguard of the Crown and the Crown’s properties.
HD 3+4
ATTACK + 4 – DAMAGE AS WEAPON +2
DEFENCE – AS WEAPON + 6
ARMOUR – HEAVY
MOV AS MAN
INIT AS WEAPON
MORALE 11
1D6 APPEARING

Ruin Men – Flesh of broken brick, rusted metal and street muck. Their blood is the stuff of the filthy river, and its waters heal them for 1d6 a round. Their constructed nature makes bludgeoning weapons very effective against them (increase dice size). They seek to undermine the city and ruin all structures.
HD 5
ATTACK + 4 – SMASH 1D10 + 2 BESTIAL
DEFENCE – AS LONG WEAPON
ARMOUR – AS LIGHT
MOV AS MAN
INIT AS LONG WEAPON PLUS SHIELD
MORALE 12
1D4 APPEARING

Forgotten Dogs – Foul fluids and strays. A conglomerate of lost dogs, trapped in the Undercity and now fused. A canine rat-king with abandonment issues. About the size of a wagon. Treats or a home will just piss it off. Limbs and snapping heads jut out of the central mass. It totters about the tunnels and consumes those it once loved. It has awful mange.
HD 7
ATTACK + 3 – 1D4 BITES FOR 1D10+2 +25% OF RABIES (EACH AT A DIFFERENT TARGET)
DEFENCE – AS SHORT WEAPON
ARMOUR – AS MEDIUM (ABLATIVE LIMBS/HEADS)
MOV AS FAT DOG
INIT AS UNARMED
MORALE 10
1 APPEARING

Thursday 11 February 2016

Make the Bastards Pay, or, Do We Get Found Out?



It's a fair bet Cyberpunks are going to piss people off and commit crime. Now you won't get bitched at for arbitrarily deciding if they get caught.

An Agent is the tracking party, whether a corporation, the cops, or a nutjob vigilante. They get a Ruthlessness Score. Higher is worse for the players.

Particularly personal or horrific crimes can modify the ruthlessness of the Agent.

The Player-group has a Stealth Score. This is effectively a penalty (or bonus) to the tracking party.

Stealth Factors

Finger-prints not removed & on-record (includes ammo casing left behind) +3
Camera feed not destroyed, corrupted, interfered with etc. +3
Disguises worn -3
Distinctive look +2
Bribed false witnesses -1 per witness (reverse this if witness brainjacked)
Known base of operations +3
Direct route taken to escape +1

Agent Resources
(These are limited by the Ruthlessness of the Agent)

Ruthlessness 0
Informants +1
Existing records on accessible databases +3

Ruthlessness 1
Neutral Witness +1

Ruthlessness 2
Records on restricted access databases +2

Ruthlessness 3
'Unwilling' Witness +1

Ruthlessness 4
Brainjacked Witness* +3
Unauthorized access to databases with records +2

Witnesses/Informants can only add +10 in total. Those with good information (clear sight, attentive etc.) add an additional +1.

Finally, roll a d10 and add the bonuses. Get over a 15? The agent knows the players did it, and potentially where they stay. Fun times ensue.

*Brainjacking forcefully rips information from a person, at best causing severe psychological scars, more often turning them into a vegetable.