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)

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

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
Equipment: Armor Vest, L-K Defender w/Laser Sight, Taser Baton, Banji Tornado w/Reflex Sight (in the car trunk)
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: 5
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: 5
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

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
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

Abilities: Firearms, Heavy Weapons, Gunnery, Athletics, Awareness, Tactics (all at 3), several 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
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
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