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Author Topic: Minions, Inc.  (Read 11661 times)
mouthymerc
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« on: June 17, 2007, 07:22:06 PM »

Here, for your enjoyment, again.  These are NPCs which were derived from Departments in 1.0.  While they have names, they are only there to give you a rough representation of their attributes.  Feel free to mix and match.  There is no reason that you could not have Triad gangsters , but with the stat block from the European Mafia.  Change the colour items like weapons and such and you have a Triad gangster who is more about who you know.  This is true about all the conversions to follow.

Gangsters

American Mobster (Standard NPC — 72 XP): Init VI; Atk V; Def V; Resilience IV; Damage Save: V; Competence: V; Skills: Bureaucracy III, Intimidate VII, Streetwise V; SZ M; Spd 30 ft.; Wealth: IV; Weapons: 1 x Caliber II (Colt M1911A1); Gear: 1 x Caliber I (police scanner); Vehicle: 1 x Caliber I (full-size sedan); Qualities: fearsome, feats (Ambush Basics, Stone Cold, Urban Training), talent (Fierce), specialty (Suit).

European Mobster (Standard NPC — 76 XP): Init VI; Atk V; Def V; Resilience IV; Damage Save: V; Competence: V; Skills: Intimidate III, Networking VII, Streetwise V; SZ M; Spd 30 ft.; Wealth: VI; Weapons: 1 x Caliber I (Beretta 92); Gear: 1 x Caliber II (legal help-immunity [non-felony]); Vehicle: 1 x Caliber III (sports car; security package II); Qualities: fearsome, feats (Bloodstain Resistant, Diplomat, Stone Cold), talent (Cunning), specialty (Suit).

Russian Mobster (Standard NPC — 72 XP): Init VI; Atk V; Def V; Resilience IV; Damage Save: V; Competence: V; Skills: Intimidate VII, Sneak III, Streetwise V; SZ M; Spd 30 ft.; Wealth: IV; Weapons: 1 x Caliber I (Makarov PB); Gear: 1 x Caliber II (Bag full of guns); Vehicle: 1 x Caliber I (full-size sedan); Qualities: fearsome, feats (Ambush Basics, Stone Cold, Urban Training), talent (Fierce), specialty (Criminal).

South American Cartel Gangster (Standard NPC — 78 XP): Init VI; Atk V; Def V; Resilience IV; Damage Save: V; Competence: V; Skills: Intimidate VII, Streetwise V; SZ M; Spd 30 ft.; Wealth: VIII; Weapons: 1 x Caliber III (H&K Mk. 23); Gear: 1 x Caliber III (cover identity); Vehicle: 1 x Caliber IV (luxury sports car; advanced stability, fine-tuning, security package II); Qualities: fearsome, feats (Ambush Basics, Bloodstain Resistant, Stone Cold), talent (Shrewd), specialty (Playboy).

Street Gangster (Standard NPC — 67 XP): Init VI; Atk V; Def V; Resilience IV; Damage Save: V; Competence: V; Skills: Intimidate VII, Sneak III, Streetwise V; SZ M; Spd 30 ft.; Wealth: I; Weapons: 1 x Caliber I (switchblade), 1 x Cal. I (Glock 28); Gear: None; Vehicle: None; Qualities: fearsome, feats (Ambush Basics, Stone Cold, Urban Training), talent (Orphaned), specialty (Tribesman).

Triad Gangster (Standard NPC — 71 XP): Init VI; Atk V; Def V; Resilience IV; Damage Save: V; Competence: V; Skills: Athletics III, Intimidate VII, Streetwise V; SZ M; Spd 30 ft.; Wealth: IV; Weapons: 1 x Caliber II (NORINCO M 77B; use H&K P7 stats); Gear: 1 x Caliber I (police scanner); Vehicle: None; Qualities: fearsome, feats (Ambush Basics, Stone Cold, Urban Training), talent (Fierce), specialty (Warrior).

Yakuza Gangster (Standard NPC — 72 XP): Init VI; Atk V; Def V; Resilience IV; Damage Save: V; Competence: V; Skills: Athletics III, Intimidate VII, Streetwise V; SZ M; Spd 30 ft.; Wealth: IV; Weapons: 1 x Caliber II (SIG-Sauer P220); Gear: 1 x Caliber II (legal help-immunity [non-felony]); Vehicle: None; Qualities: fearsome, feats (Ambush Basics, Stone Cold, Urban Training), talent (Resolute), specialty (City Dweller).
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mouthymerc
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« Reply #1 on: June 17, 2007, 07:23:39 PM »

Special Operations

First Reconnaissance Regiment [Recces] (Standard NPC — 111 XP): Init V; Atk VII; Def III; Resilience VI; Damage Save: VI; Competence: VII; Skills: Notice V, Sneak IV, Survival V, Tactics VI; SZ M; Spd 35 ft.; Wealth: None; Weapons: 1 x Cal. III (Vector CR-21; treat as a RSA AK-101 with a night vision sight), 1 x Cal. II (flash/bang grenades); Gear: 1 x Cal. III (encrypted headset), 1 x Cal. II (modular tactical armor); Vehicle: 1 x Cal. III (scout car); Qualities: class ability (stalker, uncanny dodge I), commander, extended training (handgun, explosives, hurled; Standard Ground Vehicles, Personal Aircraft, Rotary-Wing Aircraft), feats (Fire-Team Basics, Fire-Team Mastery, Tactical Advantage, Wolf-Pack Basics, Tracking Basics), low-light vision, specialty (Hunter), synchronized, talent (Agile), tough (2 saves).

GIGN* (Standard NPC — 119 XP): Init V; Atk VII; Def III; Resilience VI; Damage Save: VI; Competence: VII; Skills: Notice V, Sense Motive IV, Sneak V, Tactics VI; SZ M; Spd 30 ft.; Wealth: None; Weapons: 1 x Cal. III (GIAT FAMAS F1), 1 x Cal. III (2 breaching charges), 1 x Cal. II (flash/bang grenades); Gear: 1 x Cal. III (encrypted headset), 1 x Cal. II (modular tactical armor); Vehicle: 1 x Cal. V (gunship helicopter); Qualities: class abilities (armor use I, precision takedown I), commander, extended training (shotgun, explosives, hurled; Standard Ground Vehicles, Heavy Ground Vehicles, Personal Aircraft), feats (CQB Basics, CQB Mastery, Fire-Team Basics, Tactical Advantage, Wolf-Pack Basics), low-light vision, specialty (Recruit), synchronized, talent (Vigilant), tough (2 saves).

* Also representative of Germany’s GSG-9, India’s Black Cats, or the US’s Delta Force.

Lanceros* (Standard NPC — 111 XP): Init V; Atk VII; Def III; Resilience VI; Damage Save: VI; Competence: VII; Skills: Notice V, Sneak IV, Survival V, Tactics VI; SZ M; Spd 35 ft.; Wealth: None; Weapons: 1 x Cal. III (Colt M4 SOPMOD), 1 x Cal. II (flash/bang grenades); Gear: 1 x Cal. III (encrypted headset), 1 x Cal. II (modular tactical armor); Vehicle: 1 x Cal. III (scout car); Qualities: class abilities (armor use I, stalker), commander, extended training (handgun, explosives, hurled; Standard Ground Vehicles, Personal Aircraft, Rotary-Wing Aircraft), feats (Fire-Team Basics, Fire-Team Mastery, Tactical Advantage, Wolf-Pack Basics, Jungle Training), low-light vision, specialty (Hunter), synchronized, talent (Clever), tough (2 saves).

*Also representative of the US Rangers and Brazil’s 1st Special Forces Battalion.

PLA Special Operations Force [SOF] (Standard NPC — 108 XP): Init VII; Atk V; Def VI; Resilience III; Damage Save: VI; Competence: VII; Skills: Notice V, Science (Mathematics) IV, Sneak V, Tactics VI; SZ M; Spd 30 ft.; Wealth: None; Weapons: 1 x III (NORINCO QBZ-97), 1 x Cal. II (flash/bang grenades); Gear: 1 x Cal. III (encrypted headset), 1 x Cal. III (laptop computer); Vehicle: 1 x Cal. II (light tactical truck); Qualities: commander, extended training (handgun & hurled; Heavy Ground Vehicles, Rotary-Wing Aircraft), feats (Black Cat, Cryptographer, Electronic Warrior, False Start [Techie], Mark of a Professional [Techie]), low-light vision, prodigy, specialty (Geek), squad item (jammer), synchronized, talent (Brainy).

SEALS* (Standard NPC — 115 XP): Init V; Atk VII; Def III; Resilience VI; Damage Save: VI; Competence: VII; Skills: Athletics IV, Notice V, Sneak V, Tactics VI; SZ M; Spd 35 ft.; Wealth: None; Weapons: 1 x Cal. II (H&K MP5SD6), 1 x Cal. II (flash/bang grenades); Gear: 1 x Cal. III (encrypted headset), 1 x Cal. II (modular tactical armor); Vehicle: 1 x Cal. V (gunship helicopter); Qualities: class abilities (stalker, surprise shot I), commander, extended training (handgun, rifle, explosives, hurled; Standard Ground Vehicles, Heavy Ground Vehicles, Personal Aircraft, Standard Watercraft), feats (Containment Basics, CQB Basics, Tactical Advantage, Wolf-Pack Basics, Aquatic Training), low-light vision, specialty (Sailor), synchronized, talent (Fit), tough (2 saves).

* France, India, Italy, and Russia all field similar combat diver units.

Special Air Service (Standard NPC — 122 XP): Init V; Atk VII; Def III; Resilience VI; Damage Save: VI; Competence: VII; Skills: Notice V, Science (Chemistry) IV, Sneak V, Tactics VI; SZ M; Spd 30 ft.; Wealth: None; Weapons: 1 x Cal. III (Enfield L85A1), 1 x Cal. V (satchel charge, 2 breaching charges), 1 x Cal. II (flash/bang grenades); Gear: 1 x Cal. III (encrypted headset), 1 x Cal. II (modular tactical armor); Vehicle: 1 x Cal. III (scout car); Qualities: class abilities (armor use I, weapon specialist [explosives-no worries]), commander, extended training (handgun, rifle, shotgun, hurled; Standard Ground Vehicles, Personal Aircraft, Rotary-Wing Aircraft, Standard Watercraft), feats (Explosive Basics, Fire-Team Basics, Fire-Team Mastery, Tactical Advantage, Wolf-Pack Basics), low-light vision, specialty (Special Ops), synchronized, talent (Disciplined), tough (2 saves).

Spetsnaz (Standard NPC — 117 XP): Init V; Atk VII; Def III; Resilience VI; Damage Save: VI; Competence: VII; Skills: Blend V, Notice V, Science (Chemistry) IV, Tactics VI; SZ M; Spd 35 ft.; Wealth: None; Weapons: 1 x Cal. III (AK-47), 1 x Cal. V (2x satchel charges), 1 x Cal. II (flash/bang grenades); Gear: 1 x Cal. III (encrypted headset), 1 x Cal. II (modular tactical armor); Vehicle: 1 x Cal. V (gunship helicopter); Qualities: class abilities (all over the world, little details 1/session), commander, extended training (handgun, explosives, hurled; Standard Ground Vehicles, Personal Aircraft, Rotary-Wing Aircraft), feats (Fire-Team Basics, Fire-Team Mastery, Mingling Basics, Tactical Advantage, Wolf-Pack Basics), low-light vision, specialty (Wanderer), synchronized, talent (Rowdy), tough (2 saves).
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People sleep peacefully in their beds at night only because rough men stand ready to do violence on their behalf.
--George Orwell
mouthymerc
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« Reply #2 on: June 17, 2007, 07:24:56 PM »

Intelligence Operatives

Foreign Intelligence Service [SVR] (Standard NPC — 93 XP): Init V; Atk V; Def III; Resilience V; Damage Save: V; Competence: VIII; Skills: Blend VII, Cultures VI; SZ M; Spd 30 ft.; Wealth: IV; Weapons: 1 x Caliber I (Makarov PB); Gear: 1 x Cal. III (encrypted tactical radio), 1 x Cal. I (parabolic microphone); Vehicle: 1 x Caliber I (full-size sedan); Qualities: class ability (small steps-charm, sneak attack +2d6), feat (Charmer, Concealed Carry, Daredevil, Mark, Mingling Basics), specialty (Operative), talent (Convincing), treacherous.

General Directorite for External Security [DGSE] (Standard NPC — 89 XP): Init V; Atk V; Def V; Resilience V; Damage Save: III; Competence: VIII; Skills: Blend VII, Intimidate VI; SZ M; Spd 30 ft.; Wealth: IV; Weapons: 1 x Caliber I (Beretta 92); Gear: 1 x Cal. III (encrypted headset radio), 1 x Cal. II (laser microphone); Vehicle: 1 x Caliber I (sports coupe); Qualities: class ability (sneak attack +2d6, weapon specialist-showdown), feat (Daredevil, Marksmanship Basics, Mingling Basics, Offensive Driving, World Traveler), specialty (Recruit), talent (Cunning).

Ministry of State Security [Gudanbu] (Standard NPC — 87 XP): Init V; Atk V; Def V; Resilience V; Damage Save: III; Competence: VIII; Skills: Blend VII, Science (Choice) VI; SZ M; Spd 30 ft.; Wealth: III; Weapons: 1 x Caliber I (QSZ-92; use Beretta 92 stats); Gear: 1 x Cal. III (encrypted tactical radio), 1 x Cal. III (commercial grade still camera); Vehicle: 1 x Caliber I (compact car); Qualities: class ability (bright idea, masks-fake it), feat (Advanced Skill Mastery [Scholar], Daredevil, Faceless, Mingling Basics, Superior Documentation), prodigy, specialty (Researcher), talent (Vigilant).

MI-6 Secret Intelligence Service (Standard NPC — 90 XP): Init V; Atk V; Def V; Resilience V; Damage Save: III; Competence: VIII; Skills: Blend VII, Impress VI; SZ M; Spd 30 ft.; Wealth: VI; Weapons: 1 x Caliber I (Walther PPK); Gear: 1 x Cal. III (encrypted headset radio), 1 x Cal. III (cover identity); Vehicle: 1 x Caliber I (sports car); Qualities: class ability (masks-convincing, sneak attack +2d6), feat (Bloodstain Resistant, Concealed Carry, Daredevil, Deadly Precision, Mingling Basics), specialty (Operative), talent (Daring).

Mossad (Standard NPC — 93 XP): Init V; Atk V; Def III; Resilience V; Damage Save: V; Competence: VIII; Skills: Blend VII, Tactics VI; SZ M; Spd 30 ft.; Wealth: IV; Weapons: 1 x Caliber II  (.50 Desert Eagle); Gear: 1 x Cal. III (encrypted headset radio), 1 x Cal. III (dossier); Vehicle: 1 x Caliber I (mid-size sedan); Qualities: class ability (little details 1/session, sneak attack +2d6), feat (Concealed Carry, Daredevil, Hard Core, Mingling Basics, Mingling Mastery), specialty (Special Ops), talent (Resolute), treacherous.

National Security Agency (Standard NPC — 87 XP): Init V; Atk V; Def V; Resilience V; Damage Save: III; Competence: VIII; Skills: Blend VII, Science (Mathematics) VI; SZ M; Spd 30 ft.; Wealth: IV; Weapons: 1 x Caliber II (.40 H&K USP); Gear: 1 x Cal. III (encrypted headset radio), 1 x Cal. IV (laptop computer); Vehicle: 1 x Caliber I (full-size sedan); Qualities: class ability (flawless search, intercept communication 1/session), feat (Cryptographer, Daredevil, Living Cipher, Mingling Basics, Mingling Mastery), prodigy, specialty (Operative), talent (Clever).
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People sleep peacefully in their beds at night only because rough men stand ready to do violence on their behalf.
--George Orwell
mouthymerc
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« Reply #3 on: June 17, 2007, 07:28:24 PM »

Counter-Intelligence Agents

Canadian Security Intelligence Service [CSIS] (Standard NPC — 89 XP): Init V; Atk VII; Def III; Resilience V; Damage Save: IV; Competence: VIII; Skills: Analysis IV, Investigation VI, Notice III, Sense Motive IV; SZ M; Spd 30 ft.; Wealth: V; Weapons: 1 x Cal. II (SIG-Sauer P226); Gear: 1 x Cal. III (encrypted headset radio), 1 x Cal. III (detention), 1 x Cal. III (legal help, warrant); Vehicle: 1 x Cal. II (police cruiser); Qualities: class abilities (human nature, it’s elementary-the game is afoot), feats (Advanced Skill Mastery [Private Eye], Always Get Your Man, CQB Basics, Forensic Genius, Private Eye), superior attributes (Dex 12, Wis 12, Cha 12).

Department of Homeland Security [DHS] (Standard NPC — 100 XP): Init V; Atk V; Def V; Resilience V; Damage Save: III; Competence: VIII; Skills: Investigation III, Intimidate VI, Notice IV, Search IV; SZ M; Spd 30 ft.; Wealth: VII; Weapons: 1 x Cal. II (Glock 20); Gear: 1 x Cal. III (encrypted headset radio), 1 x Cal. III (detention), 1 x Cal. III (dossier), 1 x Cal. III (legal help, warrant); Vehicle: 1 x Cal. I (full-size sedan); Qualities: class abilities (it’s elementary-the truth will set you free, masks-convincing), fearsome, feats (Advanced Skill Mastery [Observer], Breaking Points, Hard Core, Observer, Tac-Squad Basics), superior attributes (Wis 14, Cha 12).

Federal Border Service [FPS] (Standard NPC — 81 XP): Init V; Atk V; Def III; Resilience V; Damage Save: V; Competence: VIII; Skills: Analysis IV, Investigation III, Notice VI, Survival IV; SZ M; Spd 30 ft.; Wealth: IV; Weapons: 1 x Cal. III (RSA AK-74); Gear: 1 x Cal. III (encrypted tactical radio), 1 x Cal. III (detention); Vehicle: 1 x Cal. I (jeep); Qualities: class abilities (stalker, flawless search), extended training (handgun; mounts & animal-drawn vehicles), feats (Daredevil, Lane Dancer, Survivalist, Tracking Basics, [Choice of terrain] Training), superior attributes (Dex 12, Int 12, Wis 12).

Federal Office for the Protection of the Constitution [BFV] (Standard NPC — 92 XP): Init V; Atk V; Def V; Resilience V; Damage Save: III; Competence: VIII; Skills: Bureaucracy IV, Investigation IV, Manipulate VI, Notice III; SZ M; Spd 30 ft.; Wealth: V; Weapons: 1 x Cal. II (H&K USP); Gear: 1 x Cal. III (encrypted headset radio), 1 x Cal. III (dossier), 1 x Cal. III (legal help, warrant); Vehicle: 1 x Cal. I (mid-size sedan); Qualities: class abilities (bright idea 2/session, intercept communication 1/session), feats (Bloodstain Resistant, Hustler, Political Clout, Scholar, Silver Tongue), prodigy, superior attributes (Wis 12, Cha 14).

MI-5 Security Service (Standard NPC — 89 XP): Init V; Atk V; Def V; Resilience V; Damage Save: III; Competence: VIII; Skills: Analysis VI, Investigation IV, Notice III, Search IV; SZ M; Spd 30 ft.; Wealth: V; Weapons: 1 x Cal. I (Walther PP); Gear: 1 x Cal. III (encrypted headset radio), 1 x Cal. IV (wireless tap), 1 x Cal. III (commercial-grade camera); Vehicle: 1 x Cal. I (mid-size sedan); Qualities: class abilities (flawless search, bookworm I), feats (Advanced Skill Mastery [Examiner], Attention to Detail, Cryptographer, Examiner, Forensic Genius), prodigy, superior attributes (Int 14, Wis 12).

Security Information Service [BIS] (Standard NPC — 87 XP): Init V; Atk V; Def V; Resilience V; Damage Save: III; Competence: VIII; Skills: Blend VI, Investigation III, Notice IV, Search IV; SZ M; Spd 30 ft.; Wealth: IV; Weapons: 1 x Cal. II (CZ-TT; use FN Browning stats); Gear: 1 x Cal. III (encrypted headset radio), 1 x Cal. III (commercial-grade camera), 1 x Cal. V (Cal. III audio/video transceiver, Cal. III audio bug) ; Vehicle: 1 x Cal. I (mid-size sedan); Qualities: class abilities (human nature, masks-convincing), feats (Charmer, Daredevil, Defensive Driving, Mingling Basics, Observer), superior attributes (Dex 12, Cha 14).
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« Reply #4 on: June 17, 2007, 08:21:59 PM »

Great resource! Welcome to my Google Notebook!  Smiley
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« Reply #5 on: June 17, 2007, 08:26:51 PM »

with this type of good work mouthymerc, id be happy to buy a pdf full of these NPC's Wink
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« Reply #6 on: June 17, 2007, 09:33:48 PM »

Sweet as always mouthymerc. Keep up the great work. I always look forward to your minions offerings.
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mouthymerc
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« Reply #7 on: June 17, 2007, 10:43:20 PM »

And here, again, are my conversions of the NPC Classes from all the SFA books and the few silver books that had NPCs.

ARCHER FOUNDATION

Academic (Standard NPC — 56 XP): Init V; Atk III; Def VI; Resilience IV; Damage Save: II; Competence: VI; Skills: Computer V, Resolve V, Science (choose) V; SZ M; Spd 30 ft.; Wealth: IV; Weapons: 1 x Caliber I melee weapon; Gear: 2 x Caliber III; Vehicle: None; Qualities: feats (Advanced Skill Mastery [Scholar], Grand Skill Mastery [Scholar], Scholar).

Femme Fatale (Standard NPC — 70 XP): Init V; Atk V; Def VI; Resilience VI; Damage Save: IV; Competence: VIII; Skills: Bluff VII, Impress VII; SZ M; Spd 30 ft.; Wealth: V; Weapons: 1 x Caliber I handgun; Gear: 1 x Caliber II; Vehicle: None; Qualities: class ability (evasion I, sneak attack +2d6), feats (Charmer, Gorgeous), superior attribute (Cha +2).

Mercenary (Standard NPC — 59 XP): Init VI; Atk VII; Def V; Resilience VI; Damage Save: VII; Competence: VII; Skills: None; SZ M; Spd 30 ft.; Wealth: III; Weapons: 1 x Caliber III rifle, 1 x Caliber III choice; Gear: 1 x Caliber I; Vehicle: None; Qualities: class ability (armor use I), damage reduction 2, extended training (1 extra weapon proficiency & drive focus), feat (CQB Basics).

Mysterious Stranger (Standard NPC — 54 XP): Init III; Atk V; Def VII; Resilience VII; Damage Save: III; Competence: VI; Skills: Falsify V, Intimidate V; SZ M; Spd 30 ft.; Wealth: I; Weapons: 1 x Caliber I handgun; Gear: 2 x Caliber II; Vehicle: 1 x Caliber I; Qualities: feat (Black Cat), talent (Mysterious).

Operative (Standard NPC — 77 XP): Init V; Atk V; Def V; Resilience V; Damage Save: III; Competence: VIII; Skills: Blend VII, Science (Chemistry) VI; SZ M; Spd 30 ft.; Wealth: IV; Weapons: 1 x Caliber II handgun; Gear: 2 x Caliber II; Vehicle: 1 x Caliber I; Qualities: class ability (sneak attack +2d6), feat (Daredevil, Mingling Basics), specialty (Operative), talent (choice).

Paper Pusher (Standard NPC — 51 XP): Init III; Atk III; Def VI; Resilience IV; Damage Save: I; Competence: VII; Skills: Bureaucracy VII, Networking VI; SZ M; Spd 30 ft.; Wealth: V; Weapons: None; Gear: 2 x Caliber II; Vehicle: None; Qualities: feat (Attention to Detail, Political Clout), steadfast.

Police Official (Standard NPC — 69 XP): Init V; Atk VII; Def III; Resilience V; Damage Save: IV; Competence: VIII; Skills: Investigation VI, Sense Motive VI; SZ M; Spd 30 ft.; Wealth: III; Weapons: 1 x Caliber II handgun; Gear: 1 x Caliber III; Vehicle: 1 x Caliber II; Qualities: class abilities (armor use I, human nature, weapon specialist [killer instinct-handguns]), feats (CQB Basics, Observer).

Professional (Standard NPC — 51 XP): Init VI; Atk III; Def IV; Resilience V; Damage Save: II; Competence: VI; Skills: Profession VI, Science (Fabrication) VI; SZ M; Spd 30 ft.; Wealth: V; Weapons: None; Gear: 2 x Caliber II; Vehicle: I x Caliber I; Qualities: meek II (-8), non-combatant.

Psi-Trainer (Standard NPC — 54 XP): Init VI; Atk V; Def III; Resilience V; Damage Save: III; Competence: V; Skills: Profession IV, Science (Psionics) IV, any one Psion skill VI, any one Psion skill IV; SZ M; Spd 30 ft.; Wealth: III; Weapons: 1 x Caliber I handgun; Gear: 1 x Caliber II; Vehicle: None; Qualities: class ability ( choose one--mentalist powers, physical adept powers, telepath powers), feats (two psion feats).

Raider (Standard NPC — 52 XP): Init VI; Atk VII; Def III; Resilience IV; Damage Save: V; Competence: VI; Skills: Drive V; SZ M; Spd 30 ft.; Wealth: I; Weapons: 2 x Caliber I (1 melee & 1 rifle); Gear: 1 x Caliber I; Vehicle: 1 x Caliber III standard watercraft; Qualities: class ability (vehicle familiarity I), extended training (rifle proficiency & personal watercraft), feats (CQB Basics, Daredevil).
« Last Edit: June 17, 2007, 11:15:02 PM by mouthymerc » Logged

People sleep peacefully in their beds at night only because rough men stand ready to do violence on their behalf.
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« Reply #8 on: June 17, 2007, 11:12:58 PM »

THE HAND OF GLORY

Degenerate (Standard NPC — 48 XP): Init VI; Atk VIII; Def V; Resilience V; Damage Save: V; Competence: VI; Skills: Survival V; SZ M; Spd 30 ft.; Wealth: None; Weapons: None; Gear: None; Vehicle: None; Qualities: feats (Survivalist, Tracking Basics), natural attack (claws III), superior attributes (Str +4).

Drug Lord (Standard NPC — 66 XP): Init VI; Atk V; Def V; Resilience IV; Damage Save: III; Competence: VII; Skills: Intimidate VI, Networking VI; SZ M; Spd 30 ft.; Wealth: VII; Weapons: 1 x Caliber II handgun; Gear: 2 x Caliber II; Vehicle: 1 x Caliber II; Qualities: class ability (Backup I), feats (CQB Basics, Silver Tongue).

Frogman (Standard NPC — 63 XP): Init V; Atk VII; Def V; Resilience V; Damage Save: IV; Competence: VI; Skills: Athletics VII, Sneak VI; SZ M; Spd 30 ft.; Wealth: III; Weapons: 2 x Caliber III; Gear: 2 x Caliber II; Vehicle: None; Qualities: aquatic (removable quality), class ability (sneak attack +1d6), extended training (1 additional weapon proficiency & 1 additional Drive focus).

Jaeger (Standard NPC — 79 XP): Init V; Atk V; Def V; Resilience V; Damage Save: III; Competence: VI; Skills: Cultures V, Search V; SZ M; Spd 30 ft.; Wealth: IV; Weapons: 1 x Caliber I handgun; Gear: 2 x Caliber II; Vehicle: 1 x Caliber I; Qualities: class abilities (bookworm I, uncanny dodge I-III), feats (Advanced Skill Mastery [World Traveler], World Traveler).

Occultist (Standard NPC — 81 XP): Init V; Atk III; Def V; Resilience VI; Damage Save: II; Competence: VII; Skills: Cultures (Occult) VIII, Resolve VI; SZ M; Spd 30 ft.; Wealth: VI; Weapons: None; Gear: 1 x Caliber III, 200 bound followers; Vehicle: None; Qualities: class ability (ancient formula), feats (Initiate, Mystic, Mystic Fount, Mystic Lens), mystic (2 rites, 1 ritual).

Overseer (Standard NPC — 68 XP): Init VI; Atk III; Def V; Resilience V; Damage Save: II; Competence: VIII; Skills: Dominion IX, Intimidate VII, Sense Motive VII; SZ M; Spd 30 ft.; Wealth: VII; Weapons: 1 x Caliber I melee weapon; Gear: 1 x Caliber III; Vehicle: None; Qualities: class ability (telepath powers), feats (Imprint Basics, Imprint Moves, Imprint Supremacy).

Schwarzjaeger (Standard NPC — 76 XP): Init VI; Atk III; Def VII; Resilience V; Damage Save: II; Competence: X; Skills: Security X, Sneak X; SZ M; Spd 30 ft.; Wealth: IV; Weapons: 1 x Caliber I handgun; Gear: 3 x Caliber III; Vehicle: None; Qualities: feats (Burglar, Ghost Basics, Ghost Mastery), talent (Old Blood).

Shocktrooper (Standard NPC — 69 XP): Init V; Atk VII; Def III; Resilience VI; Damage Save: VII; Competence: VIII; Skills: Athletics VII; SZ M; Spd 30 ft.; Wealth: II; Weapons: 2 x Caliber III; Gear: 2 x Caliber III; Vehicle: None; Qualities: class ability (weapon specialist-killer instinct [pick one proficiency]), extended training ( 2 extra weapon proficiencies & 2 drive foci), feats (Fire-Team Basics, Iron Will, Weapon Focus [pick one type]).

Thrall (Standard NPC — 31 XP): Init III; Atk V; Def III; Resilience V; Damage Save: III; Competence: VI; Skills: Cultures (Occult) VI; SZ M; Spd 30 ft.; Wealth: I; Weapons: 1 x Caliber I melee weapon; Gear: None; Vehicle: None; Qualities: bonded*, feat (Mystic).

* Bonded: The NPC is treated as bonded to the henchman or mastermind of the scene and can be used to supply mystical energy for rites and rituals.

Uber (Standard NPC — 60 XP): Init III; Atk V; Def V; Resilience VII; Damage Save: V; Competence: VIII; Skills: Energy Burst VII, Speed Control VII; SZ M; Spd 30 ft.; Wealth: II; Weapons: I x Caliber I melee weapon; Gear: 1 x Caliber I; Vehicle: None; Qualities: class ability (physical adept powers, superhuman I*), feat (Adrenal Basics, Adrenal Moves, Adrenal Supremacy), superior attributes (Str +2 or Con +2).

* Use half the threat level to determine the bonus.
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« Reply #9 on: June 17, 2007, 11:16:34 PM »

PAN-ASIAN COLLECTIVE

Bloodstained Penitent (Standard NPC — 62 XP): Init V; Atk VII; Def VII; Resilience VI; Damage Save: V; Competence: VIII; Skills: None; SZ M; Spd 30 ft.; Wealth: II; Weapons: 2 x Caliber II; Gear: 1 x Caliber II; Vehicle: None; Qualities: extended training (1 weapon proficiency & 1 drive focus), feral, tough (3 saves).

Community Criminal (Standard NPC — 42 XP): Init V; Atk V; Def VII; Resilience V; Damage Save: III; Competence: VII; Skills: Streetwise VI; SZ M; Spd 30 ft.; Wealth: I; Weapons: 1 x Caliber I handgun; Gear: None; Vehicle: None; Qualities: feat (Escape & Evasion, Home Turf, Urban Training).

Deep Cover Operative (Standard NPC — 86 XP): Init III; Atk V; Def VII; Resilience VI; Damage Save: III; Competence: X; Skills: Bluff IX, Falsify IX, Investigation IX; SZ M; Spd 30 ft.; Wealth: IV; Weapons: 1 x Caliber I handgun; Gear: 1 x Caliber II; Vehicle: None; Qualities: class abilities (cold read I, masks-fake it), feats (2 style feats), specialty (pick one), talent (Convincing).

Martial Arts Mook (Standard NPC — 51 XP): Init V; Atk V; Def V; Resilience VII; Damage Save: III; Competence: III; Skills: Acrobatics V, Athletics V, Medicine II; SZ M; Spd 30 ft.; Wealth: II; Weapons: 1 x Caliber II exotic melee weapon; Gear: 1 x Caliber I; Vehicle: None; Qualities: feats (Kicking Basics, Martial Arts, Wolf Pack Basics, Wolf Pack Mastery).

Shadow Warrior (Standard NPC — 65 XP): Init V; Atk V; Def VII; Resilience VI; Damage Save: IV; Competence: VIII; Skills: Sneak VII; SZ M; Spd 30 ft.; Wealth: III; Weapons: 3 x Caliber II; Gear: 1 x Caliber II; Vehicle: None; Qualities: class abilities (evasion I, sneak attack +2d6), extended training (2 weapon proficiencies & 2 drive foci), feat (Ghost Basics).

Special Inspector (Standard NPC — 66 XP): Init V; Atk VII; Def VIII; Resilience IV; Damage Save: V; Competence: VIII; Skills: Investigation VII, Sense Motive VII; SZ M; Spd 30 ft.; Wealth: IV; Weapons: 1 x Caliber II handgun; Gear: 1 x Caliber III; Vehicle: None; Qualities: feat (Hard Core), strong-minded III (+12).

Technophile (Standard NPC — 59 XP): Init III; Atk III; Def V; Resilience IV; Damage Save: II; Competence: IV; Skills: Computers VI, Electronics VI, Mechanics VI, Science (Fabrication, Super Science) VI; SZ M; Spd 30 ft.; Wealth: VI; Weapons: None; Gear: 2 x Caliber V; Vehicle: None; Qualities: feat (Photographic Memory), inferior attribute (Cha -2), non-combatant, talent (Brainy).

Urban Biker (Standard NPC — 56 XP): Init IV; Atk V; Def VI; Resilience VI; Damage Save: V; Competence: V; Skills: Acrobatics VI, Drive VI; SZ M; Spd 30 ft.; Wealth: II; Weapons: 1 x Caliber I handgun; Gear: 1 x Caliber I; Vehicle: 1 x Caliber III motorcycle; Qualities: feats (Daredevil, Lane Dancer, Need for Speed).
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« Reply #10 on: June 17, 2007, 11:18:04 PM »

EUROPEAN COMMONWEALTH

Aristocrat (Standard NPC — 53 XP): Init III; Atk V; Def VI; Resilience VI; Damage Save: III; Competence: VI; Skills: Networking V, Sense Motive V; SZ M; Spd 30 ft.; Wealth: V; Weapons: 1 x Caliber I handgun; Gear: 2 x Caliber III; Vehicle: None; Qualities: feats (Political Clout, Political Favors), talent (Privileged).

Financier (Standard NPC — 67 XP): Init V; Atk III; Def VI; Resilience VI; Damage Save: II; Competence: VII; Skills: Appraise VI, Bureaucracy VI, Science (Economy) VI; SZ M; Spd 30 ft.; Wealth: IX; Weapons: 1 x Caliber I handgun; Gear: 2 x Caliber II; Vehicle: None; Qualities: feat (Advanced Skill Mastery [Scholar], False Start, Mark of a Professional, Scholar).

Heavy (Standard NPC — 50 XP): Init V; Atk VII; Def III; Resilience VI; Damage Save: VII; Competence: V; Skills: Intimidation VI; SZ M; Spd 30 ft.; Wealth: II; Weapons: 2 x Caliber I weapons; Gear: 1 x Caliber I; Vehicle: None; Qualities: extended training (1 weapon proficiency & 1 drive focus), feats (Ambush Basics, Bludgeon, Boxing Basics, Traceless).

Icon (Standard NPC — 72 XP): Init VI; Atk III; Def VII; Resilience IV; Damage Save: III; Competence: VI; Skills: Impress VI, Sense Motive VI; SZ M; Spd 30 ft.; Wealth: VII; Weapons: 1 x Caliber I handgun or melee weapon; Gear: 2 x Caliber III; Vehicle: 1 x Caliber II; Qualities: feats (Charmer, Gorgeous, The Look), specialty (Celebrity), superior attribute (Cha +4).

Lawyer (Standard NPC — 69 XP): Init VI; Atk III; Def VII; Resilience IV; Damage Save: II; Competence: VI; Skills: Bluff V, Bureaucracy V, Networking V; SZ M; Spd 30 ft.; Wealth: VIII; Weapons: I x Caliber I handgun; Gear: 2 x Caliber III legal help choices; Vehicle: None; Qualities: feats (Political Clout, Political Favors, Silver Tongue, Undermine), prodigy.

Lone Gunman (Standard NPC — 86 XP): Init V; Atk VII; Def V; Resilience IV; Damage Save: III; Competence: VIII; Skills: Drive VI, Profession (choice) VI, any 2 skills VI; SZ M; Spd 30 ft.; Wealth: III; Weapons: 1 x Caliber IV rifle; Gear: 1 x Caliber III; Vehicle: 1 x Caliber I ground vehicle; Qualities: class ability (ranged sneak attack +1d6), feats (Marksmanship Basics, Sharpshooter Basics, Sharpshooter Mastery), treacherous.

Media (Standard NPC — 73 XP): Init V; Atk V; Def VII; Resilience IV; Damage Save: IV; Competence: VI; Skills: Blend V, Impress V, Investigation VII, Networking V; SZ M; Spd 30 ft.; Wealth: III; Weapons: 1 x Caliber I melee weapon; Gear: 2 x Caliber III; Vehicle: None; Qualities: class abilities (intercept communication, intuition I), feats (Actor, Media Contacts, Silver Tongue, Undermine).

Psi-Punk (Standard NPC — 64 XP): Init IV; Atk VII; Def V; Resilience VI; Damage Save: VII; Competence: VIII; Skills: Energy Burst IX; SZ M; Spd 30 ft.; Wealth: III; Weapons: 1 x Caliber II handgun; Gear: 1 x Caliber III; Vehicle: 1 x Caliber I; Qualities: class ability (physical adept powers), feats (Boxing Moves, Two-Hit Combo, Adrenal Basics, Adrenal Moves).
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« Reply #11 on: June 17, 2007, 11:19:22 PM »

AFRICAN ALLIANCE

Diplomat (Standard NPC — 73 XP): Init III; Atk III; Def VII; Resilience VI; Damage Save: II; Competence: V; Skills: Bureaucracy V, Cultures V, Networking VII, Sense Motive V; SZ M; Spd 30 ft.; Wealth: V; Weapons: 1 x Caliber I melee weapon; Gear: 1 x Caliber III; Vehicle: None; Qualities: class ability (behind closed doors, small steps-charm), feats (Political Clout, Political Favors).

Hot Rodder (Standard NPC — 69 XP): Init VI; Atk V; Def VII; Resilience VI; Damage Save: IV; Competence: IV; Skills: Acrobatics V, Drive VII, Mechanics V; SZ M; Spd 30 ft.; Wealth: III; Weapons: 1 x Caliber I handgun; Gear: 1 x Caliber II; Vehicle: 1 x Caliber IV standard ground vehicle; Qualities: class ability (vehicle familiarity I), feats (Daredevil, Speed Demon, plus 1 chase feat).

Monitor (Standard NPC — 80 XP): Init V; Atk V; Def V; Resilience VI; Damage Save: II; Competence: VI; Skills: Blend V, Electronics V, Notice V; SZ M; Spd 30 ft.; Wealth: III; Weapons: 1 x Caliber I handgun; Gear: 3 x Caliber I, 2 x Caliber II, 1 x Caliber III; Vehicle: 1 x Caliber I; Qualities: class abilities (intercept communication, big brother), feats (Bug Basics, Observer, Safe House), superior attribute (Wis +2).

Mouthpiece (Standard NPC — 61 XP): Init V; Atk III; Def VII; Resilience V; Damage Save: II; Competence: IV; Skills: Bluff V, Impress V, Intimidate V, Sense Motive V; SZ M; Spd 30 ft.; Wealth: VI; Weapons: 1 x Caliber I handgun; Gear: 1 x Caliber II; Vehicle: None; Qualities: class ability (masks-convincing), feats (Charmer, Silver Tongue).

Rabble-Rouser (Standard NPC — 74 XP): Init III; Atk V; Def VII; Resilience V; Damage Save: IV; Competence: IV; Skills: Impress VII, Tactics VI; SZ M; Spd 30 ft.; Wealth: IV; Weapons: 1 x Caliber I handgun; Gear: 1 x Caliber II; Vehicle: None; Qualities: class abilities (blood of heroes, diplomatic solution), feats (Charmer, Fan Service), strong-minded II.

Security Guard (Standard NPC — 60 XP): Init III; Atk V; Def V; Resilience IV; Damage Save: IV; Competence: V; Skills: Notice VI, Search VI, Security VI; SZ M; Spd 30 ft.; Wealth: II; Weapons: 1 x Caliber I handgun; Gear: 1 x Caliber III; Vehicle: None; Qualities: class ability (armor use I), feats (Armor Basics, Home Turf, Observer, Tracking Basics).

Squad Leader (Standard NPC — 93 XP): Init VI; Atk VII; Def III; Resilience VI; Damage Save: VII; Competence: V; Skills: Athletics V, Intimidate V, Notice V, Tactics VI; SZ M; Spd 30 ft.; Wealth: IV; Weapons: 1 x Caliber III, 2 x Caliber II; Gear: 2 x Caliber III; Vehicle: None; Qualities: damage reduction 2, extended training (2 weapon proficiencies & 2 drive foci), tough (3 saves).

Stalker (Standard NPC — 66 XP): Init V; Atk VII; Def V; Resilience IV; Damage Save: V; Competence: V; Skills: Notice VI, Survival VII; SZ M; Spd 30 ft.; Wealth: II; Weapons: 1 x Caliber III rifle; Gear: 1 x Caliber III; Vehicle: None; Qualities: class ability (ranged sneak attack +1d6), feats (Advanced Skill Mastery [Survivalist], Survivalist, Tracking Basics, plus 1 terrain feat of choice).
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« Reply #12 on: June 17, 2007, 11:20:35 PM »

THE SHOP

Bird of Prey (Standard NPC — 80 XP): Init VI; Atk VII; Def III; Resilience IV; Damage Save: V; Competence: V; Skills: Athletics V, Notice IV; SZ M; Spd 30 ft.; Wealth: II; Weapons: 1 x Caliber III, 2 x Caliber II; Gear: Special (XP cost 11); Vehicle: None; Qualities: class abilities (armor use II, weapon specialist-killer instinct [choose weapon]), extended training (3 weapon proficiencies & 3 drive foci), feats (Armor Basics, Armor Mastery, Armor Supremacy).

Plate Armor DR 16/16; Res BN 6, CD 3, FA 3, FL 2; DP -5; ACP -5; Spd -5 ft.; Notice/Search DC obvious; Comp 40/+3; Qualities: brass knuckles, camouflage (choose terrain as per vehicle quality), encrypted headset radio, Level 4 NBC gear, modern ballistic helmet with face shield (DR 2/3), personal tailoring, respirator, trauma plates, weight reduction.

Gadgeteer (Standard NPC — 96 XP): Init II; Atk III; Def VII; Resilience IV; Damage Save: II; Competence: VI; Skills: Electronics VI, Gadgeteer VII, Machine Link VI, Mechanics VI, Science (Super-Science) VI; SZ M; Spd 30 ft.; Wealth: V; Weapons: 1 x Caliber I handgun; Gear: 1 x Caliber V, 2 x Caliber III, 3 x Caliber I; Vehicle: None; Qualities: class abilities (field test, mentalist powers, research project-skill mastery [Science]), feats (Clean & Polished, Home Sweet Home, Tool Shed, Psychoinventive Basics, Psychoinventive Moves).

Geomancer (Standard NPC — 62 XP): Init II; Atk III; Def VII; Resilience IV; Damage Save: II; Competence: V; Skills: Cultures VI, Impress V, Resolve VI, Search V, Sense Motive V; SZ M; Spd 30 ft.; Wealth: III; Weapons: 1 x Caliber I melee weapon; Gear: 1 x Caliber II; Vehicle: None; Qualities: feats (Feng Shui, plus 3 mystic feats from the Feng Shui tree).

Mecha Pilot (Standard NPC — 83 XP): Init VI; Atk VII; Def III; Resilience IV; Damage Save: IV; Competence: IV; Skills: Acrobatics VI, Mechanics V, Notice IV; SZ M; Spd 30 ft.; Wealth: III; Weapons: 1 x Caliber II; Gear: 1 x Caliber II; Vehicle: 1 x Caliber V, 1 x Caliber IV upgrades; Qualities: class abilities (drivers only-gunnery, most lethal, vehicle familiarity +1), feat (Daredevil), treacherous.

Monkeywrench (Standard NPC — 89 XP): Init V; Atk V; Def VII; Resilience IV; Damage Save: III; Competence: VI; Skills: Bluff V, Electronics VI, Mechanics VI, Sleight of Hand V; SZ M; Spd 30 ft.; Wealth: III; Weapons: 1 x Caliber II; Gear: 1 x Caliber III, 2 x Caliber II; Vehicle: None; Qualities: class abilities (breakdown, criminal mind-booby trap, utility belt +2), feats (Speed Demon, Techie).

Triplet (Standard NPC — 85 XP): Init V; Atk V; Def V; Resilience V; Damage Save: V; Competence: V; Skills: Catalyst VI, Energy Burst VI, Poltergeist VI, Resolve V; SZ M; Spd 30 ft.; Wealth: III; Weapons: 1 x Caliber I handgun; Gear: 1 x Caliber I; Vehicle: None; Qualities: class ability (mentalist powers, physical adept powers, telepath powers), feats (Adrenal Basics, Adrenal Moves, Intuition Basics, Telekinetic Basics, Telekinetic Moves), tough (2 saves), unnerving +2d4.
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« Reply #13 on: June 17, 2007, 11:22:48 PM »

AGENCY

Civil Servant (Standard NPC — 61 XP): Init VI; Atk III; Def V; Resilience V; Damage Save: II; Competence: IV; Skills: Electronics III, Mechanics III, Science (Engineering) III, Search III; SZ M; Spd 30 ft.; Wealth: IV; Weapons: None; Gear: 1 x Caliber IV narrow reconnaissance, 1 x Caliber II broad reconnaissance, 2 x Caliber II kits; Vehicle: 1 x Caliber I standard ground vehicle; Qualities: class ability (research project-elbow grease), feats (Faceless, Observer).

Desk Jockey (Standard NPC — 63 XP): Init III; Atk III; Def VII; Resilience VI; Damage Save: V; Competence: VII; Skills: Sense Motive VI; SZ M; Spd 30 ft.; Wealth: V; Weapons: 1 x Caliber I handgun; Gear: 1 x Caliber III; Vehicle: None; Qualities: class abilities (by any means [Bureaucracy, Cultures]), feats (Career Operative, Home Turf), fleet +10 ft. (removable quality-only effective in Home Turf), talent (Veteran).

Emergency Medical Technician (Standard NPC — 69 XP): Init V; Atk III; Def V; Resilience VII; Damage Save: IV; Competence: VI; Skills: Drive V, Medicine VII, Notice V; SZ M; Spd 30 ft.; Wealth: III; Weapons: None; Gear: 1 x Caliber V, 2 x Caliber III, 3 x Caliber I; Vehicle: 1 x Caliber II ambulance van; Qualities: fearless II (+8), feats (Bandage, Battle Hardened), non-combatant.

Instructor (Standard NPC — 73 XP): Init V; Atk III; Def VII; Resilience IV; Damage Save: III; Competence: IV; Skills: Profession (Teacher) V, Resolve IV, choose 3 skills at V; SZ M; Spd 30 ft.; Wealth: IV; Weapons: None; Gear: 2 x Caliber II; Vehicle: 1 x Caliber I; Qualities: class ability (lead 2/session), feats (any 2 basic skill feats, Advanced Skill Mastery x2 [as per basic skill feats]), specialty (Instructor).

Professional Athlete (Standard NPC — 63 XP): Init V; Atk VII; Def III; Resilience V; Damage Save: IV; Competence: II; Skills: Acrobatics VI, Athletics VI, Intimidate VI; SZ M; Spd 30 ft.; Wealth: VI; Weapons: 1 x Caliber I; Gear: 1 x Caliber II; Vehicle: None; Qualities: class ability (small steps-charm), damage resistance 2 (subdual), superior attributes (+2 to 2 of Strength, Dexterity, or Constitution).

Region Commander (Standard NPC — 88 XP): Init V; Atk III; Def V; Resilience VI; Damage Save: IV; Competence: VI; Skills: Bureaucracy VI, Cultures V, Sense Motive VI; SZ M; Spd 30 ft.; Wealth: VI; Weapons: 1 x Caliber I handgun; Gear: 1 x Caliber V, 2 x Caliber III; Vehicle: 1 x Caliber II; Qualities: class abilities (bright idea, by any means [Bureaucracy, Sense Motive], small steps-cover up), feat (Political Clout, Political Favor).

Researcher (Standard NPC — 49 XP): Init III; Atk III; Def VII; Resilience VI; Damage Save: II; Competence: VI; Skills: Investigation V, Search V; SZ M; Spd 30 ft.; Wealth: III; Weapons: None; Gear: 2 x Caliber III; Vehicle: None; Qualities: class abilities (bookworm, bright idea, flawless search), feat (Attention to Detail), non-combatant, superior attribute (Int +2).

Street Fence (Standard NPC — 85 XP): Init III; Atk V; Def V; Resilience VI; Damage Save: IV; Competence: VI; Skills: Appraise V, Bluff IV, Streetwise V; SZ M; Spd 30 ft.; Wealth: VI; Weapons: 1 Caliber II handgun; Gear: 2 x Caliber II; Vehicle: 1 x Caliber I; Qualities: class ability (bag full of guns, by any means [Streetwise], crusade), feats (Advanced Skill Mastery [Fence], Fence, Street Contacts).

MASTERMIND

Android (Standard NPC — 82 XP): Init V; Atk VII; Def III; Resilience V; Damage Save: V; Competence: V; Skills: Notice IV, Search IV; SZ M; Spd 30 ft.; Wealth: None; Weapons: None; Gear: None; Vehicle: None; Qualities: augmented (1 x Caliber II weapon, 1 x Caliber III electronic gear pick), construct, damage reduction 5, low-light vision, tough (2 saves).

Gangster (Standard NPC — 64 XP): Init VI; Atk V; Def V; Resilience IV; Damage Save: V; Competence: V; Skills: Intimidate VII, Streetwise V; SZ M; Spd 30 ft.; Wealth: IV; Weapons: 1 x Caliber II firearm; Gear: 1 x Caliber I; Vehicle: 1 x Caliber I standard ground vehicle; Qualities: fearsome, feats (Ambush Basics, Stone Cold, Urban Training), talent (Fierce).

Gunner (Standard NPC — 58 XP): Init VI; Atk VII; Def III; Resilience IV; Damage Save: V; Competence: V; Skills: Notice V, Science (Fabrication) IV, Survival IV; SZ M; Spd 30 ft.; Wealth: II; Weapons: 1 x Caliber II; Gear: 1 x Caliber I; Vehicle: None; Qualities: class ability (drivers only-Gunnery), feats (Autofire Basics, Autofire Mastery, Rock & Roll).

Mad Bomber (Standard NPC — 75 XP): Init V; Atk V; Def VII; Resilience V; Damage Save: IV; Competence: V; Skills: Science (Chemistry) VII, Sneak V, Resolve V; SZ M; Spd 30 ft.; Wealth: I; Weapons: 1 x Caliber IV explosives, 2 x Caliber II explosives, 3 x Caliber I weapons; Gear: 1 x Caliber I; Vehicle: 1 x Caliber I; Qualities: feats (Explosives Basics, Favored Gear, Signature Gear, Trademark Gear), prodigy.

Resistance Fighter (Standard NPC — 58 XP): Init V; Atk V; Def VII; Resilience IV; Damage Save: IV; Competence: VI; Skills: Intimidate V, Sneak V, Survival V; SZ M; Spd 30 ft.; Wealth: None; Weapons: 1 x Caliber III AK-47; Gear: 1 x Caliber I; Vehicle: None; Qualities: feats (Ambush Basics, Ambush Mastery, plus I terrain feat), strong-minded II.

Sleeper (Standard NPC — 90 XP): Init V; Atk VII; Def V; Resilience IV; Damage Save: IV; Competence: VI; Skills: Drive V, Profession (choice) V; SZ M; Spd 30 ft.; Wealth: III; Weapons: 1 x Caliber IV sniper rifle; Gear: 1 x Caliber III; Vehicle: 1 x Caliber I; Qualities: class abilities (weapon specialist [rifle]-killer instinct, most deadly, no worries), feats (Iron Will, Mingling Basics, Weapon Focus [rifle]), inferior attribute (Wis -2), superior attribute (Dex +2), treacherous.

Special Forces Operator (Standard NPC — 84 XP): Init V; Atk VII; Def III; Resilience VI; Damage Save: VI; Competence: VII; Skills: Notice V, Science (Chemistry) IV, Survival V, Tactics VI; SZ M; Spd 30 ft.; Wealth: III; Weapons: 2 x Caliber III; Gear: 2 x Caliber II; Vehicle: None; Qualities: extended training (2 weapon proficiencies & 2 drive foci), feats (Fire-Team Basics, Fire-Team Mastery, Tactical Advantage, Wolf-Pack Basics, plus 1 terrain feat), specialty (Special Ops), synchronized.
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« Reply #14 on: June 17, 2007, 11:24:21 PM »

US MILITARIES

Combat Medic (Standard NPC — 76 XP): Init V; Atk V; Def VII; Resilience IV; Damage Save: V; Competence: VI; Skills: Athletics V, Medicine VII; SZ M; Spd 30 ft.; Wealth: III; Weapons: 1 x Caliber II; Gear: 1 x Caliber V, 2 x Caliber III, 3 x Caliber I; Vehicle: None; Qualities: class ability (by any means [Medicine], evasion I), feats (Armor Basics, Bandage), prodigy.

Infantryman (Standard NPC — 65 XP): Init V; Atk VII; Def III; Resilience V; Damage Save: VI; Competence: V; Skills: Athletics IV, Survival IV; SZ M; Spd 30 ft.; Wealth: II; Weapons: 1 x Caliber IV rifle; Gear: 1 x Caliber III; Vehicle: None; Qualities: class ability (armor use I), extended training (2 weapon proficiencies & 2 drive foci), feats (Armor Basics, plus 3 ranged feats), talent (Army or Marine).

Military Policeman (Standard NPC — 71 XP): Init V; Atk VII; Def V; Resilience IV; Damage Save: V; Competence: VI; Skills: Investigation V, Search V; SZ M; Spd 30 ft.; Wealth: III; Weapons: 1 x Caliber III, 1 x Caliber II; Gear: 1 x Caliber III; Vehicle: 1 x Caliber III; Qualities: class ability (flawless search, it’s elementary-alertness), extended training (1 weapon proficiency & 1 drive focus), feats (Club Basics, Hard Core, Observer, Stone Cold).

Seaman (Standard NPC — 55 XP): Init V; Atk V; Def V; Resilience V; Damage Save: IV; Competence: VIII; Skills: Cultures VI, Drive VII; SZ M; Spd 30 ft.; Wealth: II; Weapons: None; Gear: 1 x Caliber I; Vehicle: None; Qualities: class ability (lead 2/session), extended training (1 weapon proficiency & 1 drive focus), feats (3 basic or chase feats).

Zipperhead (Standard NPC — 59 XP): Init V; Atk VII; Def III; Resilience V; Damage Save: V; Competence: V; Skills: Drive IV, Tactics VI; SZ M; Spd 30 ft.; Wealth: II; Weapons: 1 x Caliber II; Gear: 1 x Caliber I; Vehicle: None; Qualities: class ability (orders I, vehicle familiarity I), extended training (2 weapon proficiency & 2 drive foci), feats (3 chase or ranged).

WORLD MILITARIES

Combat Engineer (Standard NPC — 85 XP): Init VI; Atk V; Def III; Resilience V; Damage Save: IV; Competence: VIII; Skills: Science (Chemistry, Engineering) VII; SZ M; Spd 30 ft.; Wealth: IV; Weapons: 1 x Caliber IV explosives, 1 x Caliber II weapon, 3 x Caliber I explosives; Gear: 1 x Caliber IV, 2 x Caliber II; Vehicle: None; Qualities: class abilities (booby trap, by any means [Science]), extended training (2 weapon proficiencies & 2 drive foci), feats (3 gear or terrain feats).

Political Officer (Standard NPC — 66 XP): Init V; Atk III; Def V; Resilience V; Damage Save: IV; Competence: VI; Skills: Bureaucracy VI, Intimidate VI, Sense Motive VI; SZ M; Spd 30 ft.; Wealth: V; Weapons: 1 x Caliber I handgun; Gear: 1 x Caliber V tradecraft pick, 1 x Caliber III; Vehicle: None; Qualities: feats (Diplomat, Officer, Political Clout, Political Favors).

Third World Conscript (Standard NPC — 42 XP): Init V; Atk V; Def V; Resilience V; Damage Save: IV; Competence: IV; Skills: Athletics III, Sneak III, Survival III; SZ M; Spd 30 ft.; Wealth: None; Weapons: 1 x Caliber III AK-47; Gear: None; Vehicle: None; Qualities: feats (1 terrain feat & 2 basic or ranged feats).
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People sleep peacefully in their beds at night only because rough men stand ready to do violence on their behalf.
--George Orwell
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