Aberrant: Exile NPCs: Difference between revisions

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MJ12 Commando (talk | contribs)
MJ12 Commando (talk | contribs)
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'''Strength/Dexterity/Stamina:''' 4/5/4<br>
'''Strength/Dexterity/Stamina:''' 4/5/4<br>
'''Charisma/Manipulation/Appearance:''' 4/4/4<br>
'''Charisma/Manipulation/Appearance:''' 4/4/4<br>
'''Perception/Intelligence/Wits:''' 3/2/4
'''Perception/Intelligence/Wits:''' 3/2/4<br>
'''Mega Attributes:''' Mega-Charisma 1 (Commanding Presence), Mega-Wits 1 (Natural Empath)


'''Abilities''': Streetwise, Brawl, Firearms, Melee, Subterfuge, Etiquette, Command all at 3, many others at 2
'''Abilities''': Streetwise, Brawl, Firearms, Melee, Subterfuge, Etiquette, Command all at 3, many others at 2
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: Backgrounds: Cipher 4, Contacts 3, Enhancement 3 (+2 Strength, +3 Stamina, Pain Editor, Formatted)
: Backgrounds: Cipher 4, Contacts 3, Enhancement 3 (+2 Strength, +3 Stamina, Pain Editor, Formatted)
: Total Attributes: Str/Dex/Sta: 7/8/8, Cha/Man/App 4/4/4, Per/Int/Wits 4/3/5
: Total Attributes: Str/Dex/Sta: 7/8/8, Cha/Man/App 4/4/4, Per/Int/Wits 4/3/5
: Mega-Attributes: Mega-Manipulation 2 (Persuader), Mega-Wits 2 (Quickness, Enhanced Initiative)
: Psi: 8 (Adaptation 3, Transmogrify 5, Psychomorphing 2), WP 10 (18 psi points)
: Psi: 8 (Adaptation 3, Transmogrify 5, Psychomorphing 2), WP 10 (18 psi points)
: Soak: 8B/4L + 3B/3L/3A + 1B/3L armored clothing = 12B/10L/3A (16B/14L/8A against Quantum powers)
: Soak: 8B/4L + 3B/3L/3A + 1B/3L armored clothing = 12B/10L/3A (16B/14L/8A against Quantum powers)
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'''Charisma/Manipulation/Appearance:''' 3/2/2<br>
'''Charisma/Manipulation/Appearance:''' 3/2/2<br>
'''Perception/Intelligence/Wits:''' 4/3/3<br>
'''Perception/Intelligence/Wits:''' 4/3/3<br>
'''Mega Attributes:''' Mega-Wits 1 (Quickness)


'''Abilities''': Firearms, Heavy Weapons, Gunnery, Athletics, Awareness, Tactics (all at 3), several Stealth, Computers, Melee, Brawl, Strategy, Etiquette, Command at 2.<br>
'''Abilities''': Firearms, Heavy Weapons, Gunnery, Athletics, Awareness, Tactics (all at 3), Drive 2, several of Stealth, Computers, Melee, Brawl, Strategy, Etiquette, Command at 2.<br>
'''Willpower''': 6<br>
'''Willpower''': 6<br>
'''Psi''': 5 (Telekinesis 3, Pyrokinesis 2), Psi Points 11 (spend up to 3/round), Tolerance 0/5<br>
'''Psi''': 5 (Telekinesis 3, Pyrokinesis 2), Psi Points 11 (spend up to 3/round), Tolerance 0/5<br>
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'''Elite Legionary''': One who's seen more than a few years of battle against the Aberrant Menace.
'''Elite Legionary''': One who's seen more than a few years of battle against the Aberrant Menace.
: Changes: Psi 7 (Pyrokinesis 5, Cryokinesis 4, Telekinesis 3), WP 7, Enhancements 3, +1 Strength/+1 Dexterity/+2 Stamina, Enhanced Vision (bio), +1 to all relevant abilities, +1 specialty in chosen weapon
: Changes: Psi 7 (Pyrokinesis 5, Cryokinesis 4, Telekinesis 3), WP 7, Enhancements 3, +1 Strength/+1 Dexterity/+2 Stamina, Enhanced Vision (bio), +1 to all relevant abilities, +1 specialty in chosen weapon
: Mega-Attributes: Mega-Wits 2 (Quickness, Enhanced Initiative, Multitasking), Mega-Perception 1 (Electromagnetic Vision)
: Health Levels: -0x5/-1x2/-2x2/-4x1/Incap, Soak: 18B/13L/0A, 22B/17L/4A against Quantum powers
: Health Levels: -0x5/-1x2/-2x2/-4x1/Incap, Soak: 18B/13L/0A, 22B/17L/4A against Quantum powers
: Equipment: BioVAS with Mindshield
: Equipment: BioVAS with Mindshield
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: Changes: Psi 5 (Telekinesis 3, Cryokinesis 3), WP 8 (13 psi points at up to 3/rd), Enhancements 4
: Changes: Psi 5 (Telekinesis 3, Cryokinesis 3), WP 8 (13 psi points at up to 3/rd), Enhancements 4
: Attributes: +2 Manipulation, +1 Perception, +1 Wits, +1 Stamina
: Attributes: +2 Manipulation, +1 Perception, +1 Wits, +1 Stamina
: Mega-Attributes: Mega-Wits 1 (Quickness, Multitasking), Mega-Perception 1 (Electromagnetic Vision)
: Additional Abilities: Subterfuge 3, Stealth 3, Melee 3, Brawl 3, Martial Arts 3, Streetwise 2, Style 2 (Disguise + 2)
: Additional Abilities: Subterfuge 3, Stealth 3, Melee 3, Brawl 3, Martial Arts 3, Streetwise 2, Style 2 (Disguise + 2)
: Additional Enhancements: Extrasensory Access (LANSA/Social Cues/Lie Detector), +1 Stamina
: Additional Enhancements: Extrasensory Access (LANSA/Social Cues/Lie Detector), +1 Stamina

Revision as of 21:21, 23 January 2011

Neutrals

Civilian

All Attributes at 2 (possibly one or two at 3), 2-3 Abilities at 2 (professional skills), several Abilities at 1 (common: Athletics, Linguistics, Computer, Arts), Willpower 3

Description: Your normal civilian.

Variants

Thug: A more martial civilian with some fighting skills and a criminal background. Also useful for armed citizens and poorly-trained militia rabble.

Attributes: Stamina + 1, Wits + 1
Abilities: Firearms 1, Intimidation 2, Streetwise 2, Survival 1
Equipment: Reinforced Clothing (Total Soak 5B/4L), Stavros Auto (Acc 3d, Dmg 8L)

Police Officer

Whether they're your friendly boys in blue or "pigs", police officers tend to be reasonably skilled in combat, intimidation, and investigation among other things.

Attributes: Strength/Dex/Sta 2/2/3, Cha/Man/App 2/3/2, Per/Int/Wits 3/2/2
Abilities: Firearms 2, Athletics 2, Drive 2, Investigation 2, Academics (Law) 1, Rapport 1, Tactics 1, Intimidation 2, Streetwise 2, Interrogation 2, Resistance 1, Endurance 2, Rapport 2, a bunch of others at 1 or 2
Equipment: Armor Vest, L-K Defender w/Laser Sight, Taser Baton, Banji Tornado w/Reflex Sight (in the car trunk)
Willpower: 4
Soak and HLs: 7B/5L, HLs: -0x1/-1x2/-2x2/-4x1/Incapacitated
Attacks:

Taser: Accuracy 5d, Damage 10B, Range 10, RoF 1, Magazine 20
L-K Defender: Accuracy 7d, Damage 5L, Range 50, RoF 20, Magazine 20
Banji Tornado: Accuracy 7d, Damage 8L, Range 125, RoF 40, Magazine 40

Variants

Counterterrorism Officer: Paramilitary-trained police who are quite capable of holding their own in a firefight. Equipped with better weapons, better armor, and cybernetic augmentation.

Attributes: +1 to all Physical, +1 to all Mental attributes, +1 additional to Dex and Wits (Str/Dex/Sta 5/5/6, Per/Int/Wits 4/3/4)
Abilities: Firearms 4, Awareness 4, Athletics 3, Drive 3, Tactics 3, Heavy Weapons 2, Stealth 2, Strategy 1, Intimidation 3
Backgrounds: Enhancements 3 (+1 Str (2), +1 Dex (3), +2 Sta (4), 2 -0 HLs (2), Krerenznikov L1 (4))
Equipment: Combat Armor [total soak 14B/10L], Coil Rifle [Acc 10d, Damage 10L AP(1)]
Willpower: 6
Combat: HLs: -0x2/-1x2/-2x2/-4x1/Incapacitated, -2 to multiple action penalties, Init 10+1d10

Detective: Detectives are much more experienced police than beat cops, but whereas CT officers are unsubtle ass kickers, detectives tend to prefer a more nuanced approach.

Attributes: +1 to all attributes
Abilities: Investigation 3, Subterfuge 3, Streetwise 3, Stealth 3, Firearms 3
Backgrounds: Cipher 2, Enhancements 2 (Enhanced Vision, Skinweave, Voice Stress Analysis, +1 -0 HL)
Equipment: Reinforced Clothing [total soak 6B/6L], Aris Suresting [Acc 7d, Damage 6/8/10L]
Willpower: 6
Combat: HLs: -0x2/-1x2/-2x2/-4x1/Incapacitated, Init 6+1d10

Psions

Norca Hero

A Norca Hero of the People who goes around righting wrongs and fighting crime. Possibly Vaguely Communist.

Strength/Dexterity/Stamina: 4/5/4
Charisma/Manipulation/Appearance: 4/4/4
Perception/Intelligence/Wits: 3/2/4
Mega Attributes: Mega-Charisma 1 (Commanding Presence), Mega-Wits 1 (Natural Empath)

Abilities: Streetwise, Brawl, Firearms, Melee, Subterfuge, Etiquette, Command all at 3, many others at 2 Willpower: 7
Psi: 6 (Adaptation 2, Transmogrify 3)
Backgrounds: Contacts 1, Resources 2, Cipher 1, Followers 3

Soak: 4B/2L + 2B/2L/2A + 1B/3L armored clothing = 7B/7L/2A (10B/10L/5A against Quantum powers) HLs: -0x4/-1x2/-2x2/-4x1/Incapacitated

Variants

Norca Manhunter: Those who leave the order without permission are hunted without remorse or hesitation, and these are the Order's toools.

Changes: +1 to all physical and mental attributes, Stealth 4, Melee 4, Subterfuge 4, Tactics 3 (Assassination +2)
Backgrounds: Cipher 4, Contacts 3, Enhancement 3 (+2 Strength, +3 Stamina, Pain Editor, Formatted)
Total Attributes: Str/Dex/Sta: 7/8/8, Cha/Man/App 4/4/4, Per/Int/Wits 4/3/5
Mega-Attributes: Mega-Manipulation 2 (Persuader), Mega-Wits 2 (Quickness, Enhanced Initiative)
Psi: 8 (Adaptation 3, Transmogrify 5, Psychomorphing 2), WP 10 (18 psi points)
Soak: 8B/4L + 3B/3L/3A + 1B/3L armored clothing = 12B/10L/3A (16B/14L/8A against Quantum powers)
HLs: -0x12/Incapacitated
Attacks: Poison Knife (Accuracy 12, Damage 9L + Poison, AP (1))

Legionary

A basic Legion member. Psychokinetically trained, pyrokinetically adept, and very, very good at kicking your ass.

Strength/Dexterity/Stamina: 5+2/5/4
Charisma/Manipulation/Appearance: 3/2/2
Perception/Intelligence/Wits: 4/3/3
Mega Attributes: Mega-Wits 1 (Quickness)

Abilities: Firearms, Heavy Weapons, Gunnery, Athletics, Awareness, Tactics (all at 3), Drive 2, several of Stealth, Computers, Melee, Brawl, Strategy, Etiquette, Command at 2.
Willpower: 6
Psi: 5 (Telekinesis 3, Pyrokinesis 2), Psi Points 11 (spend up to 3/round), Tolerance 0/5
Backgrounds: Enhancements 2 (10 pts)-+2 Strength, +1 Perception, +1 Dexterity, Biotech, Resources 2, Allies 3 (squadmates)

Soak: 4B/2L + 8B/7L (Powered Combat Armor) + 1B/1L (Psychokinesis 3/2) = 13B/10L/0A, 16B/13L/3A against Quantum powers
HLs: -0x4/-1x2/-2x2/-4x1/Incapacitated
Dodge Pool: 7d (-1 penalty from armor)

Attacks

Coil Rifle + ECS: Accuracy 12d, Damage 13L, AP (1), RoF 60, Magazine 60, Range 200
Lightning Gun (HW Trooper): Accuracy 9d, Dmg 12L [8] + 8d EMP, Range 1000, Rate 1, Magazine (inf), AP (2)
Orgotek SAWS (HW Trooper): Accuracy 12d, Damage 10L, Rate 1, Magazine 50, Range 500
SAWS Grenades: Damage 8L[5], Rate 2, Magazine 8
Missile Launcher: Accuracy 11d, Damage 12L [6], Range 2500, Rate 1, Magazine 4

Variants

Elite Legionary: One who's seen more than a few years of battle against the Aberrant Menace.

Changes: Psi 7 (Pyrokinesis 5, Cryokinesis 4, Telekinesis 3), WP 7, Enhancements 3, +1 Strength/+1 Dexterity/+2 Stamina, Enhanced Vision (bio), +1 to all relevant abilities, +1 specialty in chosen weapon
Mega-Attributes: Mega-Wits 2 (Quickness, Enhanced Initiative, Multitasking), Mega-Perception 1 (Electromagnetic Vision)
Health Levels: -0x5/-1x2/-2x2/-4x1/Incap, Soak: 18B/13L/0A, 22B/17L/4A against Quantum powers
Equipment: BioVAS with Mindshield
Attacks: Plasma Cannon (Accuracy 11d, Damage 20L [12], Rate 5/1, Magazine 50, Range 30

Proteus Psychokinetic: More focused on unconventional warfare and assassination than your standard Legionary.

Changes: Psi 5 (Telekinesis 3, Cryokinesis 3), WP 8 (13 psi points at up to 3/rd), Enhancements 4
Attributes: +2 Manipulation, +1 Perception, +1 Wits, +1 Stamina
Mega-Attributes: Mega-Wits 1 (Quickness, Multitasking), Mega-Perception 1 (Electromagnetic Vision)
Additional Abilities: Subterfuge 3, Stealth 3, Melee 3, Brawl 3, Martial Arts 3, Streetwise 2, Style 2 (Disguise + 2)
Additional Enhancements: Extrasensory Access (LANSA/Social Cues/Lie Detector), +1 Stamina
Armor: Bioweave Armor (total soak 10B/8L/0A, or 13B/11L/3A against Psi)
Attacks: Poison Knife (Accuracy 9, Damage 7L + Poison, AP (1))
Voss 22P: Accuracy 9, Damage 10L[5], Range 10, RoF 1
Frazzler Pistol: Accuracy 8, Damage 6B (ignores armor), Range 15, RoF 1