Difference between revisions of "Aberrant: Exile NPCs"

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:'''Willpower''': 6
 
:'''Willpower''': 6
 
:'''Combat''': HLs: -0x2/-1x2/-2x2/-4x1/Incapacitated, Init 6+1d10
 
:'''Combat''': HLs: -0x2/-1x2/-2x2/-4x1/Incapacitated, Init 6+1d10
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 +
 +
==Soldier==
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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<br>
 +
'''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<br>
 +
'''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)<br>
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'''Willpower''': 4<br>
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'''Soak and HLs''': 8B/8L, HLs: -0x1/-1x2/-2x2/-4x1/Incapacitated<br>
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'''Attacks''':
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: '''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=
 
=Psions=

Revision as of 07:55, 4 February 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, 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 Spinal

Genetically 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 vacuum-sealed and have a extremely versatile redundant metabolism that allows them to function in vacuum for a fairly significant period of time, and the equivalent of the Ultraperipheral Vision, Bloodhound, Hyperenhanced Hearing, and Electromagnetic Vision Enhancements, and suffer no wound penalties. They possess four arms and a multithreaded thought process, which reduces all multiple action penalties by a total of 2.

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 0, Manipulation 0, Appearance 6 (intimidation only)

Abilities: Intimidation 5

Psi/Willpower: Psi 1, Willpower 5 + [5] against non-Breeder orders, mind control, or telepathic intrusion.

Health Levels: -0 x 12/Splattered
Soak: 15B/10L/0A
Attacks:
Scythe Arms: Accuracy 15d, Damage 15L, AP (1)
Gamma Rifle: Accuracy 12d, Damage 10A, Range 250, RoF 2, Magazine 30
Support Weapon: Accuracy 12d, Damage 8A [4], Range 350, RoF 60, Magazine 300
Pulse Missile: Accuracy 14d, Range 2,000, RoF 2, Magazine 4, Mass 20, AAA, Guided
Single-Target: Damage 15L [10], AP (3)
Area: Damage 12L [8], Exp (1)
Standoff: If attack fails by a MoF of less than 2, the target is hit by a 10L [5] attack anyhow from standoff detonation.

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)

Variants

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.

Attribute Changes: +1 Intelligence
Ability Changes: Tactics 2, Strategy 1

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.

Attribute Changes: +2 Strength/Stamina, +2 Intelligence/Perception
Ability Changes: Brawl 4, MA 4, Firearms 4, Athletics 4, Heavy Weapons 4, Stealth 4, Tactics 3
Psi/Willpower: Psi 8 (Photokinesis 5), Willpower 9 (17 psi points)
Soak: 10B/9L/0A, 15B/14L/4A against Quantum Powers, Small Target
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.

Attribute Changes: -1 Strength/Dexterity/Stamina, -2 Perception/Wits.
Ability Changes: Firearms 1, Heavy Weapons 0, Martial Arts 0, Resistance 2, Endurance 2, Command 0
Psi/Willpower: Psi 4 (Photokinesis 4), Willpower 4 (8 psi points)
Soak: 5B/2L/0A, 7B/4L/2A against Quantum Powers, Small Target

PC made NPCs

John 'Buck' Ironwood