Aberrant: Exile NPCs

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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, Brawl 1, Streetwise 2, Survival 1
Equipment: Reinforced Clothing (Total Soak 5B/4L), Stavros Auto (Acc 3d, Dmg 8L)

Survivalist: A civilian used to living in the wilderness, either by default or by choice. This includes hunters, militia types, and some farmers.

Attributes: Stamina + 1, Wits + 1
Abilities: Firearms 2, Resistance 2, Medicine 1, Survival 2, Athletics 2
Equipment: Stavros .00 or L-K MAC-803 (civilian) (Acc 5d, 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


Soldier

Your standard frontline infantryman uses these traits.

Attributes: Strength/Dex/Sta 3/3/4, Cha/Man/App 2/2/2, Per/Int/Wits 3/2/3
Abilities: Firearms 3, Heavy Weapons 2, Athletics 2, Drive 2, Rapport 1, Tactics 2, Intimidation 2, Streetwise 2, Interrogation 2, Resistance 2, Endurance 2, a bunch of others at 1 or 2
Equipment: Field Suit, Banji Tornado w/Reflex Sight (in the car trunk) + Underbarrel GL, Missile Launcher, Enhancements 1 (+1 Strength/+1 Stamina/+1 Dexterity/Enhanced Vision, all biotech)
Willpower: 4
Soak and HLs: 8B/8L, HLs: -0x1/-1x2/-2x2/-4x1/Incapacitated
Attacks:

Banji Tornado: Accuracy 9d, Damage 8L, Range 125, RoF 40, Magazine 40
HE Grenade: Accuracy 7d, Damage 10L [5] AP (2), Range 75, RoF 1, Magazine 3

Variants

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: 3/4/3
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. That's just one of their tasks, though. Most of the time these manhunters engage Aberrants or Aberrant Cultists without hesitation or remorse. It's a far cleaner job.

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, all 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), Mega-Intelligence 2 (Mental Prodigy: Tactical, Strategy)
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/7A against Quantum powers)
HLs: -0x12/Incapacitated
Attacks: Poison Knife (Accuracy 12, Damage 9L + Poison, AP (1))

Norca Infiltrator: Intelligence gathering, assassinations, and other fun stuff.

Changes: +1 to all mental attributes, Stealth 4, Subterfuge 4, Interrogation 4
Backgrounds: Cipher 4, Contacts 3
Total Attributes: Str/Dex/Sta: 4/5/4, Cha/Man/App 4/4/4, Per/Int/Wits 4/3/5
Mega-Attributes: Mega-Manipulation 1 (Persuader), Mega-Charisma 1 (Seductive), Mega-Wits 1 (Natural Empath), Mega-Intelligence 1 (Mental Prodigy: Psychology)
Psi: 7 (Adaptation 3, Transmogrify 3, Psychomorphing 2), WP 8 (15 psi points)
Soak: 7B/5L/3A (11B/9L/7A against Quantum powers)
HLs: -0x6/-1x2/-2x2/-4x1/Incapacitated

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 (15 pts)-+2 Strength, +1 Perception, +1 Dexterity, Bone Reinforcement, Skinweave, Resources 2, Allies 3 (squadmates)

Soak: 4B/2L + 8B/8L (Powered Combat Armor + Half Skinweave) + 1B/1L (Psychokinesis 3/2) = 13B/11L/0A, 16B/13L/3A against Quantum powers
HLs: -0x5/-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: -0x6/-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

Proteus Alpha Unit

The elite of the elite of Project Proteus's ever-more-rarified special operations guys. Proteus Division's Alpha Unit is generally considered to be an equal to Legion Special Reconaissance, Orgotek's Option-8 Troubleshooters, the Norca's elite Manhunters, and every other known or suspected special tasks group.

Strength/Dexterity/Stamina: 9/7/7
Charisma/Manipulation/Appearance: 3/3/2
Perception/Intelligence/Wits: 6/3/4
Mega-Attributes: Mega-Perception 1 (Ultraperipheral Vision), Mega-Intelligence 1 (Tactical Prodigy), Mega-Wits 2 (Multitasking, Quickness, Enhanced Initiative)

Abilities: All relevant combat abilities at 4, +2 specialty in chosen fields.
Psi: 7 (Electromanipulation 4, Photokinesis 2, Technokinesis 3, Telesthesia 1)
Backgrounds: Enhancements 5 (35 pts), Iron Will, High Pain Tolerance, Combat Veteran
Willpower: 9 (16 Psi Points)

Enhancements: Speedware (-10), LANSA + Weakpoints (-8), Str/Sta +2 (-8), Dex + 1 (-3), Implant Radio (-1), Bone Reinforcement (-3), Skinweave (-2)
Equipment: BioVAS (+12B/9L soak, +4 -0 HLs, Str/Dex/Sta +3/1/1, Per + 2) with Noetic Stabilizer (total Tolerance 6), Voss 93HT.

Attacks:

Voss 93HT: Accuracy 17d, Damage 10L [3] (coil) with AP(3), 10L [5] (plasma), 12L ignores armor (screamer), Range 200/25/25, RoF 50(10)/1/1, Magazine 100/8/40
Olaminium Vibrosword: Accuracy 13d, Damage 17L with AP (3)

Defenses:

Soak 19B/13L/0A, 26B/20L/7A against Quantum Powers, +7d to all resistance rolls against Quantum powers
HLs -0 x 11/-1 x 2/-3 x 1/Incapacitated

Variants

Trinity Special Protective Detail: Even more elite and rarefied, these guys are equipped with even nastier equipment.

Changes: Psi 10 (Empathy 5, Mindbending 4, Mindshare 4, Transmogrify 1), Willpower 14, Mega-Perception 2 (+Electromagnetic Vision), Enhancements 6 (45 pts), +1 to all physical, +2 to all mental attributes, relevant abilities at 5.
New Attributes: Str/Dex/Sta 11[5]/10/7, Per/Int/Wits 9/5/6, Psi Points 24

Enhancements: Add Noetic Shielding (6 pts), Adv. Implant Radio (+1 pt), Weapon Link (3 pts)

Attacks:

Lightning Gun: Accuracy 18d, Damage 12L [8] with AP (2) (+8d EMP), RoF 1
Plasma Cannon: Accuracy 17d, Damage 15L [12], RoF 5/1
Olaminium Vibroblade: Accuracy 17d, Damage 18L [5] with AP (3)

Defenses

Soak 19B/16L/0A, 29B/26L/10A against Quantum Powers, +10d (2) to all resistance rolls against Quantum powers
HLs -0 x 15/-1 x 2/-3 x 1/Incapacitated

Xenosophonts

Coalition

Coalition Drone

Drones are just basic general purpose labor, the Coalition's genetically optimized version of a maintenance robot. With basic intelligence and the ability to reproduce quickly, drones can be press-ganged into doing a whole lot of things although they are poorly optimized for any specific role.

Physical Attributes: Strength 3, Dexterity 3, Stamina 4

Abilities: Brawl 2, Might 3, Athletics 2, Firearms 1, Drive 1, Pilot 1, Resistance 3, Endurance 3

Mental Attributes: Perception 2, Intelligence 2, Wits 1

Abilities: Engineering (various) 2, Computers 1

Social Abilities: Charisma 1, Manipulation 0, Appearance 1

Abilities: Command 1 (Drones + 3)

Quantum/WP: Quantum 1, WP 1
Body Modifications:

Tough Skin (+1B/2L soak)
Blood Hyperoxygenation (+[1] for strenuous activity, +1 Incap level)
Small (-1B/1L soak, -1 Str, -1 HL)
Redundant Organs I (+1 -0, +1 -1 HL)
Regenerator (heals rapidly)
Broadened Diet II
Flexible Skeleton + Hyper-Flexible

Health Levels: -0 x 1, -1 x 3, -2 x 2, -4 x 1, Incapacitated x 2

Soak: 4B/3L/0A

Coalition Spinal

Heavily engineered superwarriors, little information is known about them except that they are very fast, very smart (in an idiot-savant fashion) and very deadly. Their proficiency in weapons handling and close combat implies that they are neonatally programmed or otherwise taught in a fashion far beyond what we can do, especially since their lifespans are very short. Spinals are incredibly capable supersoldiers with various enhancements.

Physical Attributes: Strength 10, Dexterity 7, Stamina 10

Abilities: Brawl 5, Might 5, Athletics 5, Firearms 5, Martial Arts 5, Heavy Weapons 5, Drive 5, Pilot 5, Stealth 3, Resistance 5, Endurance 5

Mental Attributes: Perception 7, Intelligence 3, Wits 7

Abilities: Awareness 5, Gunnery 4, Strategy 3, Tactics 3

Social Attributes: Charisma 1, Manipulation 0, Appearance 6 (intimidation only)

Abilities: Command 2 (Other Spinals + 3), Intimidation 5

Quantum/Willpower: Quantum 1, Willpower 5 + [5] against non-Breeder orders, mind control, or telepathic intrusion.
Body Modifications: Note that all spinals possess these modifications, they are in fact

Heavy Exoskeleton (+6B/6L soak)
Vital Organ Shielding III (+6 HLs)
Pain Editor (no wound penalties)
Enviromental Adaptation: NBC, Vacuum, Microgravity, Arctic (improved resistance to radiation, cold, etc)
Enhanced Antibodies + Filter Lungs/Liver (+2 [1] to resist toxin and disease)
Nictating Membranes + Sensory Cutoffs (+[2] to resist flashbangs/strobes)
Regenerator (heals 1 category higher)
Multiple Arms + Enhanced Reactions (4 arms, +3 Init, -2 to MA penalties)
Predator Jaw + Blades (Str + 5L blades, Str + 4L AP: 2 bite)
Acute Sense: Sight + Hearing + Smell
Alternate Sensory Mode: IR + EM Field + Lateral Line + Nightvision
Broadened Diet III
Weapon Link + Machine Link

Health Levels: -0 x 12/Incapacitated

Soak: 16B/11L/0A

Attacks:

Scythe Arms: Accuracy 15d, Damage 16L, AP: 6

Chromatic Warrior

The Chromatic Warrior is 1.5 meters tall, roughly 40 kilograms, and despite their small size and mass, exceedingly deadly. Chromatics are extremely fast due to their electro-optical nervous system, exceptionally perceptive, and superhumanly strong and nimble. Their multiple redundant organs also make them very hard to kill. Fortunately for humans, they are not proficient in modern warfare, which is helpful given how badly a Chromatic warrior outmatches the majority of human soldiers. Chromatics have the equivalent of the Ultraperipheral Vision Enhancement and can see in both infrared and ultraviolet spectra. Their natural photokinetic ability combined with their chromatophores make them extremely good at stealth as well.

Physical Attributes: Strength 6+1, Dexterity 8, Stamina 6+1

Abilities: Brawl 3, Melee 3, Might 2, Athletics 3, Firearms 3, Martial Arts 2, Heavy Weapons 3, Stealth 3, Resistance 3, Endurance 3

Mental Attributes: Perception 6, Intelligence 1, Wits 8

Abilities: Awareness 3, Survival 2, Medicine 1

Social Attributes: Appearance 5 (intimidation only), Manipulation 2, Charisma 2

Abilities: Command 2, Intimidation 3

Psi/Willpower: Psi 7 (Photokinesis 4), Willpower 6 (13 Psi Points)

Health Levels: -0 x 5/-1 x 2/-2 x 2/-4 x 1/Incapacitated
Soak: 8B/8L/0A, 12B/12L/4A against Quantum powers, Small Target (+1 difficulty to hit)
Attacks:
Laser Carbine (Accuracy 14d, Damage 16L, Range 300, RoF 20, Magazine 60)
Claw (Accuracy 11d, Damage 11L)

Chromatic Squad Leader

Even though Chromatic leadership is bad, it exists. Most Chromatic leaders end up using attritionary wave attacks, but there have been reports of smarter or more experienced Chromatics using their natural speed, endurance, low profile and stealthiness for extremely deadly deep infiltration missions.

Physical Attributes: Strength 6+1, Dexterity 8, Stamina 6+1

Abilities: Brawl 3, Melee 3, Might 2, Athletics 3, Firearms 3, Martial Arts 2, Heavy Weapons 3, Stealth 3, Resistance 3, Endurance 3

Mental Attributes: Perception 6, Intelligence 2, Wits 8

Abilities: Awareness 3, Survival 2, Medicine 1, Tactics 2, Strategy 1

Social Attributes: Appearance 5 (intimidation only), Manipulation 2, Charisma 2

Abilities: Command 2, Intimidation 3

Psi/Willpower: Psi 7 (Photokinesis 4), Willpower 6 (13 Psi Points)

Health Levels: -0 x 5/-1 x 2/-2 x 2/-4 x 1/Incapacitated
Soak: 8B/8L/0A, 12B/12L/4A against Quantum powers, Small Target (+1 difficulty to hit)
Attacks:
Laser Carbine (Accuracy 14d, Damage 16L, Range 300, RoF 20, Magazine 60)
Claw (Accuracy 11d, Damage 11L)

Chromatic Skirmisher

Although Chromatics are not very good at open field battle, their raiding and infiltration teams are extremely good. Chromatics of this rarefied and elite level of ability are quite tactically adept and extremely capable psi-users, as well as maintaining their extreme superhuman advantages.

Physical Attributes: Strength 8+1, Dexterity 8, Stamina 8+1

Abilities: Brawl 4, Melee 3, Might 2, Athletics 3, Firearms 4, Martial Arts 4, Heavy Weapons 4, Stealth 4, Resistance 3, Endurance 3

Mental Attributes: Perception 8, Intelligence 2, Wits 8

Abilities: Awareness 3, Survival 2, Medicine 1, Tactics 3

Social Attributes: Appearance 5 (intimidation only), Manipulation 2, Charisma 2

Abilities: Command 2, Intimidation 3

Psi/Willpower: Psi 8 (Photokinesis 5), Willpower 9 (17 Psi Points)

Health Levels: -0 x 5/-1 x 2/-2 x 2/-4 x 1/Incapacitated
Soak: 10B/9L/0A, 14B/13L/4A against Quantum powers, Small Target (+1 difficulty to hit)
Attacks:
Laser Carbine (Accuracy 15d, Damage 17L, Range 300, RoF 20, Magazine 60)
Claw (Accuracy 14d, Damage 13L)

Chromatic Civilian

Not every Chromatic, even in their warrior culture, is an actual warrior. Some of them are much less capable. However, they are still quite strong and tough.

Physical Attributes: Strength 5, Dexterity 6, Stamina 5

Abilities: Brawl 3, Melee 3, Might 2, Athletics 3, Firearms 1, Stealth 2, Resistance 2, Endurance 2

Mental Attributes: Perception 4, Intelligence 1, Wits 6

Abilities: Awareness 3, Survival 2, Medicine 1

Social Attributes: Appearance 5 (intimidation only), Manipulation 2, Charisma 2

Abilities: Command 2, Intimidation 3

Psi/Willpower: Psi 4 (Photokinesis 4), Willpower 4 (8 Psi Points)

Health Levels: -0 x 3/-1 x 2/-2 x 2/-4 x 1/Incapacitated
Soak: 5B/2L/0A, 7B/4L/2A against Quantum powers, Small Target (+1 difficulty to hit)
Attacks:
Claw (Accuracy 8d, Damage 9L)

Doyen

Doyen are an ancient and mysterious race with incredible psionic powers, manifesting in this world as beautiful, hypnotic patterns of light, electricity, and moving streams of gas. However, these powers give them a significant achilles' heel. Doyen are incredibly easy to wound or kill via quantum powers, upgrading all damage they sustain by 1 level. Lethal damage becomes Aggravated, Bashing damage becomes Lethal, and so on. Damage that cannot be upgraded, like Stun Attack stun damage or aggravated damage, is doubled, and some normally non-dangerous abilities become quite dangerous to Doyen. As almost completely psionic beings, Doyen emulate physical abilities via telekinesis, using their mental attributes for their physical abilities. Doyen also take much reduced damage from all other attacks, halving all psi or energy-weapons based damage after soak, and ignoring purely physical attacks.

Physical Abilities: Strength (Intelligence), Dexterity (Wits), Stamina (Intelligence)
Social Attributes: Manipulation 8, Charisma 4, Appearance 5
Mental Attributes: Perception 6, Intelligence 6, Wits 6

Mega-Attributes: Mega-Perception 2 (Hyperenhanced Hearing, Electromagnetic Vision), Mega-Intelligence 2, Mega-Wits 2 (Multitasking, Mind over Matter), Mega-Charisma 2, Mega-Manipulation 2

Doyen Mega-Mentals translate to Mega-Physicals at a 1:1 basis. Doyen are assumed to have the Psionic equivalent of the Adaptability and Regeneration Enhancements.

Abilities: Various

Willpower: 10 or more
Psi: 10 or more (Psi Points: 20-30)

Doyen may take multiple psionic actions with normal multiple action penalties, and reduce the difficulty of all Psi effects by 2, as a Proxy.

Psi Modes: Telekinesis 5, Mindshare 5, Psychomorphing 5 minimum, at least 2 other modes at 5 and 4 others at 3.

All Doyen, even the youngest, have Telekinesis, Mindshare, and Psychomorphing, as they are the "basis" of Doyen physiology.

Health Levels: -0 x 25/Incapacitated for a typical Doyen. Younger Doyen may have less, more mature ones more.

Soak: 15B/10L/5A (0B/0L/0A against any quantum effect).

Doyen Warrior

The Doyen vulnerability to psionic aptitudes can be shielded against via throwing sufficient material in the way, and the Doyen have figured this out a long time ago. Showing off the deadliness of Noetic-active bioapps in an unadulterated form, the three-legged, multi-limbed Doyen Battlesuit has proven itself over millions of years of combat, every molecule in its structure reinforced by psychokinetic barriers, every part of its form designed to support, nurture, and amplify the psionic potential in its pilot.

Physical Abilities: Strength 7+3 [15], Dexterity 6+2 [2], Stamina 7+3 [3] (incl. battlesuit)
Social Attributes: Manipulation 5 [1], Charisma 5 [1], Appearance 5
Mental Attributes: Perception 7 [3], Intelligence 6 [3], Wits 8 [2]

Battlesuit Mental Attributes: Perception 4, Intelligence 2, Wits 4

Mega-Attributes: Mega-Perception 3 (Hyperenhanced Hearing, Electromagnetic Vision), Mega-Intelligence 3, Mega-Wits 2 (Multitasking, Mind over Matter), Mega-Charisma 1, Mega-Manipulation 1

Doyen Mega-Mentals translate to Mega-Physicals at a 1:1 basis. Doyen are assumed to have the Psionic equivalent of the Adaptability and Regeneration Enhancements.

Abilities: Firearms 3, Heavy Weapons 4 (Psi Cannon + 2), Tactics 3, Strategy 3, Command 3, others

Willpower: 14
Psi: 10 (Psi Points: 24), Battlesuit: 5 (Psi Points: 10)

Doyen may take multiple psionic actions with normal multiple action penalties, and reduce the difficulty of all Psi effects by 2, as a Proxy. The Doyen Warrior Battlesuit has its own Psi score and uses it on its own, generally to heal itself or disrupt opponent attacks.

Psi Modes: Pyrokinesis 5, Cryokinesis 5, Telekinesis 5 Photokinesis 5, Mindshare 5, Psychomorphing 5, various others

Battlesuit Modes: Empathy 3, Mentatis 3, Iatrosis 3, Adaptation 3

Health Levels: -0 x 30/Destroyed for the battlesuit. -0 x 30/Incapacitated for the Doyen. The possessing Doyen takes half the damage the battlesuit does.

Soak: 20B/15L/5A (0B/0L/0A against any quantum effect), 32B/24L/16A for the battlesuit (half soak against Quantum Powers).

Attacks

Battlesuit Tentacle Melee: Accuracy 13d [3], Damage 15L [15].
Antipersonnel Laser: Accuracy 14 [2], Damage 12L, Range 300, RoF 60, Magazine (inf)
Psi Cannon: Accuracy 14 [2], Damage 24L [16], Range 1,000, RoF 2, Magazine (inf), Guided, AP(5) against Novas only.
Psi Damage: 6L [3] per effect level. Aggravated unsoakable against Novas.

Defenses

Battlesuit Regeneration: 3d Iatrosis (each success per turn heals 1 Bashing, or converts 1 Lethal to Bashing)

PC made NPCs