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NPC Statistics.

Posted by The WatcherFor group 0
The Watcher
GM, 1557 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 14 Mar 2017
at 18:22
  • msg #20

Re: NPC Statistics

In reply to The Watcher (msg # 19):

Viper T-155 Military Shuttle "Persephone"

Control (vehicle agility): Rm
Speed (vehicle endurance): In
Body (vehicle strength): Gd
Protection (vehicle armor): Gd
Weapon Hardpoints: 0

Specials

- AI "Dynamis"
-- Can calculate navigation data
-- Can operate most of the shuttle's systems autonomously

- Enhanced Life Support
-- Can keep 5 humans alive for 3 months
-- Fewer passengers extends this time by 20% per empty seat

- Expanded Cargo Hold
-- Can carry 40 tons of cargo
--- Abraxas weighs 20 tons
--- Wasps weigh 15 tons

- GunBlazer Saddle
-- A pilot or passenger armed with a GunBlazer Laser Fist Mark 7 attachment can place it into the central console. While attachment is in place, the shuttle's nosecone may fire the Laser Fist attachment at power rank strength.

- Highly Modded
-- A pilot unfamiliar with the specifics of Viper T-Series shuttles takes -1CS on piloting checks while attempting to control this shuttle.

- Adaptive Armor (optional)
-- Reduce ship's Body by -1CS and Armor by -2CS
-- Can be activated to gain Stealth
--- Any piloting, control, or agility check will break Stealth
--- Firing weapons may compromise location

quote:
* Vehicles that take damage in excess of their Body (which is only breached by attacks that penetrate Protection) can cause those within them to take damage as well. Especially in space. Whenever you want to manuever a vehicle in a strenuous way, you make a Control roll equal to the pilot's agility or the craft's Control, whichever is LOWER. Failure means craft goes "out of control," which is bad.

This message was last edited by the GM at 21:45, Wed 15 Mar 2017.
The Watcher
GM, 1563 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 14 Mar 2017
at 21:22
  • msg #21

Re: NPC Statistics

In reply to The Watcher (msg # 20):

Captured S.A.G.E. Wasp (Refurbished, Gently Used Battlesuit)

F: Gd
A: Am
S: Gd
E: Rm
R: - (supplied by pilot)
I: - (supplied by pilot)
P: - (supplied by pilot)

HP: 100
K: - (supplied by pilot)

Specials

- Precision Thrusters
-- All single-target attacks against this target suffer -1CS to hit

- Rear-Mounted Laser Battery
-- Deals IN (40) energy damage to a single target
--- Subsequent hits in same combat from same class of laser deal +10 damage (does not stack)
This message was last edited by the GM at 14:29, Wed 15 Mar 2017.
The Watcher
GM, 1652 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Thu 6 Apr 2017
at 14:41
  • msg #22

Re: NPC Statistics

In reply to The Watcher (msg # 21):

Pragnanz AI Suite (Hacking Stats)

Barriers: RM
Code Gates: RM
Sentries: EX
Active AI: GD

HP: 90

quote:
How Hacking Works

The AI will put up a countermeasure. The hacker will attempt to pit their Reason (vs Code Gates), Intuition (vs Barriers), Psyche (vs Sentries), or hacking talent/ability of their choice (vs active AIs) against it and perform an opposed roll. Better color wins. Ties cause both sides to take damage equal to half the intensity they were defending against.

The winner deals damage equal to the winning intensity to the loser. Sometimes the system will get additional bonuses if they win a particular exchange, as well.

Your health is equal to the sum of your RIP stats for these purposes.

Reduce the system to 0, and you're completely in. If you are reduced to 0, you're kicked offline and suffer damage equal to your RIP stats added together.

This message was last edited by the GM at 14:56, Thu 06 Apr 2017.
The Watcher
GM, 1671 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Thu 6 Apr 2017
at 21:38
  • msg #23

Re: NPC Statistics

In reply to The Watcher (msg # 22):

J-11 Semi-Autonomous Enforce-o-Matic Multipurpose Robot

F: RM
A: RM
S: IN
E: AM
R: -
I: -
P: -

HP: 150
Armor: GD


Timon

F: EX
A: GD
S: EX
E: EX
R: PR
I: PR
P: FE

HP: 70


Gestalt

F: GD
A: EX
S: GD
E: EX
R: GD
I: EX
P: EX

HP: 60
This message was last edited by the GM at 13:43, Tue 06 June 2017.
The Watcher
GM, 1895 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Mon 22 May 2017
at 15:05
  • msg #24

Re: NPC Statistics

In reply to The Watcher (msg # 23):

Faustian Stormtroopers

F: 20 EX
A: 40 IN
S: 30 RM
E: 30 RM -> 50 AM
R: 10 GD
I: 20 EX
P: 20 EX

HP: 100 -> 140
Karma: 50

EVA Suit Powers

- Body Armor: EX (20)
-- Effective against Energy attacks in addition to normal attacks

- Insulated Armor
-- UN (100) resistance against extreme heat and cold
-- GD (10) resistance against radiation
-- RM (30) resistance against extreme sonic waves

- Horribly effective weaponry (details to come!)
This message was last edited by the GM at 14:29, Thu 01 June 2017.
The Watcher
GM, 1899 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Mon 22 May 2017
at 16:19
  • msg #25

Re: NPC Statistics

In reply to The Watcher (msg # 24):

Goethe AI Suite (Hacking Stats)

Barriers: IN
Code Gates: RM
Sentries: AM
Active AI: RM

HP: 150

quote:
How Hacking Works

The AI will put up a countermeasure. The hacker will attempt to pit their Reason (vs Code Gates), Intuition (vs Barriers), Psyche (vs Sentries), or hacking talent/ability of their choice (vs active AIs) against it and perform an opposed roll. Better color wins. Ties cause both sides to take damage equal to half the intensity they were defending against.

The winner deals damage equal to the winning intensity to the loser. Sometimes the system will get additional bonuses if they win a particular exchange, as well.

Your health is equal to the sum of your RIP stats for these purposes.

Reduce the system to 0, and you're completely in for a short period of time. The system will recover HP equal to its AI every round. Once it is back to full, you will have to do battle again. You yourself only recover HP every hour, where you regain an amount equal to your Psyche.

If you are reduced to 0, you're kicked offline and suffer actual damage equal to your RIP stats added together.

The Watcher
GM, 1975 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Thu 1 Jun 2017
at 17:58
  • msg #26

Re: NPC Statistics

In reply to The Watcher (msg # 25):

Durst

F: RM
A: GD
S: EX
E: EX
R: PR
I: EX
P: TY

HP: 80
K: 30

Known Powers

Combustion - 50 (AM)
- Can cause damage to any target in same area at power-rank intensity and strength

-- FEAT: Rubble
--- When damaging a target with armor, reduce damage dealt by armor (as normal), then permanently reduce armor by the amount of damage it prevented

-- FEAT: Blast Zone
--- Combustion can deal force or energy damage

-- FEAT: Dirty Bomb
--- If Rubble was used to reduce armor (or if Combustion targeted an object), may deal edged damage at -3CS damage to everyone else in the same area
This message was last edited by the GM at 18:10, Thu 01 June 2017.
The Watcher
GM, 2163 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 12 Jul 2017
at 14:23
  • msg #27

Re: NPC Statistics

In reply to The Watcher (msg # 26):

Goethe 2.0

* Hardened OS (120)
- This system cannot be assaulted unless a countermeasure is down
- Repairs a countermeasure or itself by 1/10 max value per round (12)
- Attacks at RM intensity (Damage at 0/-1CS/+0CS/+1CS)
- Whenever a countermeasure falls, OS takes 10 damage
- Whenever OS recovers from being stunned, it gains UNSTOPPABLE (immune to stuns) for two rounds

* Passive AI (EX/20)
- AI (vs. Hacking)
- Doubles healing while active

* Firewall (IN/40)
- Barrier (vs. Reason)
- System damage is reduced by 10 while active
-- Static damage caused by countermeasures being destroyed is not reduced

* Encryption (EX/20)
- Code Gate (vs. Intuition)
- Reduces all Hacking rolls by -3CS while active

* Data Spike (IN/40)
- Sentry (vs. Psyche)
- Increases damage dealt to the hacker by +2CS while active

quote:
Hacking System 2.0

1) Hacking requires an AI or enabling piece of equipment, program, hardware, whatever.

2) Hacking works as follows:

- All systems are protected by some combination of countermeasures, all of which provide a benefit to the system
- These countermeasures must be attacked in the correct way in order to drop their benefit and leave the system more vulnerable
- Attack rolls use your hacking skill rather than Fighting
- Damage dealt is equal to either your R, I, or Hacking stat, depending on the target of your hack
-- Barriers must be attacked with Reason
-- Code Gates must be attacked with Intuition
-- Sentries must be attacked with Psyche
-- AI/Automation must be attacked with your Hacking stat (this is not the same as the OS!)

3) Each countermeasure has an intensity, which is not its health pool. Unless otherwise stated, a single green or better "hit" will drop a countermeasure to 0, at which point it will start "healing" back up to its intensity. It remains OFF until it reaches that intensity, at which point it turns back ON.

3a) The system itself cannot be harmed unless at least one countermeasure is OFF, at which point damage dealt to the "defeated" countermeasure on subsequent attacks bleeds through to the system itself.

3b) If a RM (30) Barrier is attacked and hit, it becomes OFF. It then heals by the OS's stated amount per round, remaining OFF until it reaches 30+. If the Barrier it attacked and hit again, any "healing" done during the reboot is lost, and the difference between the lost health and the attack's value is dealt to the system as damage.

4) Every system has an OS. This is not a "countermeasure", but rather is the system's health. Most OS can heal themselves and other systems, and all of them will attempt to damage the attacker every round.

5) Once a system has been reduced to 0, all countermeasures drop to 0. The OS then begins healing them, starting with the weakest countermeasure, at its normal regeneration rate. Once all countermeasures are fully healed, the OS is restored and any access gained by the hacker is lost.

5b) If the Hacker's pool (R+I+P) is reduced to 0, they are ejected from the system and take damage equal to the OS's remaining health. Their pool regenerates at a rate of Psyche per hour.

6) Intensities matter. The System gets different effects based on its countermeasures. The hacker enjoys the following:

If the system was ON:

-White: whiff. Nothing happens.
-Green: system hit! It goes offline, and its reboot health is set to 0.
-Yellow: green effect + deal damage equal to related stat - reboot max health to system
-Red: yellow effect + STUN the system (it cannot attack or heal that round)

If the system was OFF:

-White: whiff. Nothing happens.
-Green: Hit! Deal damage to the system equal to your related stat minus countermeasure's reboot health, then zero the reboot health.
-Yellow: As green, but "freeze" countermeasure so it cannot be healed this turn.
-Red: As yellow, but STUN the system (it cannot attack or heal that round)

6b) AI are more resistant to stuns than most...see OS for details.

This message was last edited by the GM at 16:58, Wed 12 July 2017.
The Watcher
GM, 2291 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Fri 11 Aug 2017
at 16:26
  • msg #28

Re: NPC Statistics

In reply to The Watcher (msg # 27):

SAGE Boarding Troops -> SAGE-Issued Omega EVA Suit

F: 20 EX
A: 10 GD
S: 20 EX -> 30 RM
E: 20 EX -> 40 IN
R: 10 GD
I: 10 GD
P: 10 GD

HP: 70 -> 100
Karma: 30

EVA Suit Powers

- Body Armor: GD (10)

- Insulated Armor
-- UN (100) resistance against extreme heat and cold
-- GD (10) resistance against radiation
-- RM (30) resistance against extreme sonic waves

- Horribly effective weaponry


Verona Beck -> SAGE-Issued Omega EVA Suit

F: 30 RM
A: 20 EX
S: 20 EX -> 30 RM
E: 20 EX -> 40 IN
R: 10 GD
I: 10 GD
P: 10 GD

HP: 90 -> 120
Karma: 30

EVA Suit Powers

- Body Armor: GD (10)

- Insulated Armor
-- UN (100) resistance against extreme heat and cold
-- GD (10) resistance against radiation
-- RM (30) resistance against extreme sonic waves

- Horribly effective weaponry (details to come!)


***

Roshak Outrider

F: 50 AM
A: 20 EX
S: 50 AM
E: 75 MN
R: 6 TY
I: 10 GD
P: 10 GD

HP: 220
Karma: 26

- Carapace: AM (50)
-- Provides temporary health equal to intensity
-- This health is always depleted first
-- Pysche-based attacks ignore Carapace
-- Healing effects restore Carapace as if it were normal health

- Horribly effective weaponry (details to come!)


***

Commander Faust

F: 40 IN
A: 30 RM
S: 40 IN
E: 50 AM -> 100 UN
R: 20 EX
I: 20 EX
P: 30 RM

HP: 160 -> 210
Karma: 70

EVA Suit Powers

- Body Armor: EX (20)
-- Effective against Energy attacks in addition to normal attacks

- Insulated Armor
-- UN (100) resistance against extreme heat and cold
-- GD (10) resistance against radiation
-- RM (30) resistance against extreme sonic waves


***

Runic Swordsman

F: 50 AM
A: 20 EX
S: 30 RM
E: 50 AM
R: 10 GD
I: 30 RM
P: 10 GD

HP: 150
Karma: 50

Body Armor: 10 (GD)
Sword
This message was last edited by the GM at 15:03, Thu 17 Aug 2017.
The Watcher
GM, 2591 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Fri 10 Nov 2017
at 19:47
  • msg #29

Re: NPC Statistics

In reply to The Watcher (msg # 28):

Viceroy (based on empirical data only)

Fighting: (unknown)
Agility: (unknown)
Strength: (unknown, but not more than 20)
Endurance: (unknown)
Reason: (unknown)
Intuition: (unknown)
Psyche: (unknown)

HP: (unknown)
K: (unknown)

Known Powers
- Holographic projection + 3D scanning/rendering (goggles)
- Body Armor (unknown, at least 10)
This message was last edited by the GM at 20:31, Wed 20 Dec 2017.
The Watcher
GM, 2698 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Fri 29 Dec 2017
at 20:01
  • msg #30

Re: NPC Statistics

In reply to The Watcher (msg # 29):

Bradford

F - PR (4)
A - PR (4)
S - TY (6)
E - PR (4)
R - IN (40)
I - EX (20)
P - TY (6)

HP: 18
K: 66

Known Powers:
- None

Weapons:
- Probably a Melee Weapon
- Probably a Gun-Ish Weapon

Talents:
- SAGE Mechanic
This message was last edited by the GM at 20:02, Fri 29 Dec 2017.
The Watcher
GM, 2877 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 31 Jan 2018
at 19:27
  • msg #31

Re: NPC Statistics

In reply to The Watcher (msg # 30):

Titanic Seabeast

F 30
A 10
S 75
E 100
R (unknown)
I (unknown)
P (unknown)

HP: 215

POWERS

Scale-Like Armor
- simulates EX (20) body armor
- probably extremely resistant to cold

Several Spiky Tentacles
-- Improved Grappling
--- Partial Hold on Green; Full Hold on Yellow; Bonus Action on Red
- Have their own health pools, which contain no more than 75 hp!

Sharp, Nasty Claw
-- Edged damage
-- Other tricks!
This message was last edited by the GM at 15:45, Fri 02 Feb 2018.
The Watcher
GM, 3058 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Sat 3 Mar 2018
at 15:25
  • msg #32

Re: NPC Statistics

In reply to The Watcher (msg # 31):

Hadrian

F (unknown)
A (unknown)
S (unknown)
E (unknown)
R (unknown)
I (unknown)
P (unknown)

Known Powers

- Empathetic Control
-- FEAT: Cacophony

- Roshak Orb
-- FEAT: Shield

-Probably more
The Watcher
GM, 3245 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 25 Apr 2018
at 19:31
  • msg #33

Re: NPC Statistics

In reply to The Watcher (msg # 32):

Titan's Crucible

* Hardened OS (140)
- This system cannot be assaulted unless a countermeasure is down
- Repairs a countermeasure or itself by 10% max value per round (14/round)
- Attacks at RM intensity (Damage at 0/-1CS/+0CS/+1CS)
- Whenever a countermeasure falls, OS takes 10 damage
- Whenever OS recovers from being stunned, it becomes immune to stuns for 2 rounds

* Passive AI (RM/30)
- AI (vs. Hacking)
- Doubles healing while active

* Firewall (IN/40)
- Barrier (vs. Reason)
- System damage is reduced by 10 while active
-- Static damage caused by countermeasures being destroyed is not reduced

* Encryption (RM/30)
- Code Gate (vs. Intuition)
- Reduces all Hacking rolls by -3CS while active

* Data Spike (IN/40)
- Sentry (vs. Psyche)
- Increases damage dealt to the hacker by +2CS while active


quote:
Reminder re: Hacking System 2.0

1) Hacking requires an AI or enabling piece of equipment, program, hardware, whatever.

2) Hacking works as follows:

- All systems are protected by some combination of countermeasures, all of which provide a benefit to the system
- These countermeasures must be attacked in the correct way in order to drop their benefit and leave the system more vulnerable
- Attack rolls use your hacking skill rather than Fighting
- Damage dealt is equal to either your R, I, or Hacking stat, depending on the target of your hack
-- Barriers must be attacked with Reason
-- Code Gates must be attacked with Intuition
-- Sentries must be attacked with Psyche
-- AI/Automation must be attacked with your Hacking stat (this is not the same as the OS!)

3) Each countermeasure has an intensity, which is not its health pool. Unless otherwise stated, a single green or better "hit" will drop a countermeasure to 0, at which point it will start "healing" back up to its intensity. It remains OFF until it reaches that intensity, at which point it turns back ON.

3a) The system itself cannot be harmed unless at least one countermeasure is OFF, at which point damage dealt to the "defeated" countermeasure on subsequent attacks bleeds through to the system itself.

3b) If a RM (30) Barrier is attacked and hit, it becomes OFF. It then heals by the OS's stated amount per round, remaining OFF until it reaches 30+. If the Barrier it attacked and hit again, any "healing" done during the reboot is lost, and the difference between the lost health and the attack's value is dealt to the system as damage.

4) Every system has an OS. This is not a "countermeasure", but rather is the system's health. Most OS can heal themselves and other systems, and all of them will attempt to damage the attacker every round.

5) Once a system has been reduced to 0, all countermeasures drop to 0. The OS then begins healing them, starting with the weakest countermeasure, at its normal regeneration rate. Once all countermeasures are fully healed, the OS is restored and any access gained by the hacker is lost.

5b) If the Hacker's pool (R+I+P) is reduced to 0, they are ejected from the system and take damage equal to the OS's remaining health. Their pool regenerates at a rate of Psyche per hour.

6) Intensities matter. The System gets different effects based on its countermeasures. The hacker enjoys the following:

If the system was ON:

-White: whiff. Nothing happens.
-Green: system hit! It goes offline, and its reboot health is set to 0.
-Yellow: green effect + deal damage equal to related stat - reboot max health to system
-Red: yellow effect + STUN the system (it cannot attack or heal that round)

If the system was OFF:

-White: whiff. Nothing happens.
-Green: Hit! Deal damage to the system equal to your related stat minus countermeasure's reboot health, then zero the reboot health.
-Yellow: As green, but "freeze" countermeasure so it cannot be healed this turn.
-Red: As yellow, but STUN the system (it cannot attack or heal that round)

6b) AI are more resistant to stuns than most...see OS for details.

The Watcher
GM, 3290 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 9 May 2018
at 14:01
  • msg #34

Re: NPC Statistics

In reply to The Watcher (msg # 33):

Naphtali-Class Military Defense Battlesuit (Light)

Fighting:   10 Gd
Agility:    50 Am
Strength:   10 Gd
Endurance:  10 Ex
Reason:     (pilot)
Intuition:  (pilot)
Psyche:     (pilot)

HP:    80

KNOWN ARMAMENTS

- Armor Plating (Body Armor) | 6 (Ty)

- Interdiction Jets (Flight) | 40 (In)
-- Note: Fuel supply can maintain this speed for no longer than 10 rounds

- Standard Missile Launcher
-- Missiles fly at AM (50) speed
-- Missiles deal IN (40) damage
-- Missiles have Body of FE (2) and can be shot down
-- Firing Protocol: Fire missile at any target within 10 areas. If greater than 5 areas away, missile won't strike until the next round. Roll agility to hit. Can fire 1 missile in 1 firing round.
-- These values are for ship-scale interactions. If used against ground targets they gain speeds equal to "flying" intensities


Issachar-Class Military Defense Battlesuit (Assault)

Fighting:   20  Ex
Agility:    20  Ex
Strength:   50  Am
Endurance:  50  Am
Reason:     (pilot)
Intuition:  (pilot)
Psyche:     (pilot)

HP:    140 + Ablation Shield (60) = 200

KNOWN ARMAMENT

- Ablation Shield (Temporary HP) | 60 (Am)

- Dynamic Armor Plating (Full Body Resistance) | 20 (Ex)
-- Equally effective against all incoming forms of attack, but does not apply to the Ablation Shield

- Jump Jets (Flight) | 6 (Ty)
-- Only has fuel to maintain this for 10 rounds

- Targeting Computer
-- Increases agility by +2CS for weapons firing purposes
-- Can fire multiple weapons per round, suffering -1CS per weapon fired
-- There is no penalty when firing only 1 weapon
--- Firing 2 weapons gives a -2CS penalty to both of them (modded to +0CS with the computer's boost); firing 4 weapons would give -4CS to all of them, modded to -2CS with the computer's boost)

- Slug Accelerator (x2)
-- Can fire standard slugs or explosive slugs
-- Slugs fly at RM (30) speed
-- Slugs deal GD (10) damage
-- Explosive slugs deal PR (4) damage to armored vehicles and RM (30) damage to unarmored vehicles
-- Firing Protocol: Fire slugs at any target within 3 areas. Can fire 3 slugs in 1 firing round. Agility roll required for each.
-- These values are for ship-scale interactions. If used against ground targets they gain speeds equal to "flying" intensities

- Guided Missile Launcher (x2)
-- Missiles fly at AM (50) speed
-- Missiles deal RM (30) damage
-- Missiles have Body of FE (2) and can be shot down
-- Firing Protocol: Spend 1 round acquiring a target lock using your ship's AI. Fire missile at any locked target within 20 areas. Missile can travel 5 areas per round. Automatically hits target if it can catch it. Ignores evasion. Can fire 1 missile in 1 firing round.
-- These values are for ship-scale interactions. If used against ground targets they gain speeds equal to "flying" intensities
This message was last edited by the GM at 13:09, Thu 10 May 2018.
The Watcher
GM, 3348 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Thu 31 May 2018
at 20:15
  • msg #35

Re: NPC Statistics

In reply to The Watcher (msg # 34):

Lt. Urban (Ally, IDA Officer)

F Ex (20)
A Rm (30)
S Gd (10)
E Gd (10)
R Gd (10)
I Gd (10)
P Ty (06)

HP: 70
K: 26

Known Powers

- Enhanced Senses
-- Weapon Detection
-- Auger Detection
-- Threat Detection

Weapons

- Faustian Double-Helix Blaster Pistol
-- Range: 2 areas
-- Damage: RM (30)
-- Armor Piercing: Ignores up to 20 points of armor per shot
-- Burst Fire: Shoots twin pulses of ionized energy per squeeze of the trigger
-- Ammo Capacity: Full battery supports 20 pulses (10 shots)

Equipment

- Faustian Officer's EVA Suit MK-II

-- Resistance Shield (IN - 40)
--- Reduces all incoming damage by 40 points
--- Depletes 4 units of energy whenever this reduction occurs

-- Life Support
--- Supports breathing and basic homeostasis for up to 12 hours
--- Comlinks with IDA/emergency frequencies
--- LED lights mounted at temples provide (Ty - 06) illumination
--- Resistances
---- Heat (UN - 100)
---- Cold (UN - 100)
---- Radiation (GD - 10)
--- None of life support's functions work if the battery is empty

-- Battery
--- Capacity: 20 units
--- Recharge: Plug into standard power outlet for 8 hours
--- Oxygen supply (life support) is not a battery-based limitation

***

Dale

F In (40)
A Ex (20)
S In (40)
E RM (30)
R Ex (20)
I RM (30)
P Ex (20)

HP: 130
K: 70


***

Scarlet

F IN (40)
A GD (10)
S IN (40)
E IN (40)
R TY (06)
I TY (06)
P TY (06) -> AM (50)

HP: 130 -> 180
K: 18 -> 62


***

Marian

F Ex (20)
A Rm (30)
S Ex (20)
E In (40)
R Gd (10)
I Ex (20)
P Ex (20)

HP: 110
K: 50
This message was last edited by the GM at 19:35, Mon 09 July 2018.
The Watcher
GM, 3418 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 3 Jul 2018
at 15:19
  • msg #36

Re: NPC Statistics

In reply to The Watcher (msg # 35):

Amgine Enforcer MK-I

F: EX (20)
A: RM (30)
S: RM (30)
E: EX (20)
R: PR (4)
I: PR (4)
P: -

HP: 100
K: 8

Known Powers
- Semi-Autonomous
-- Capable of limited decision-making without centralized oversight

- Amgine Alloy Armor (GD - 10)
-- Equally effective against all forms of damage
This message was last edited by the GM at 18:34, Tue 03 July 2018.
The Watcher
GM, 3425 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 4 Jul 2018
at 15:04
  • msg #37

Re: NPC Statistics

In reply to The Watcher (msg # 36):

Apex
F EX (20)
A RM (30)
S GD (10) -> EX (20)
E IN (40) -> MN (75)
R RM (30)
I IN (40)
P GD (10) -> UN (100)

HP: 100 -> 145 (suit)
K: 170+

Known Powers
- Roshak orb thing
- Special suit
- Probably other stuff
The Watcher
GM, 3731 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Thu 28 Mar 2019
at 21:15
  • msg #38

Re: NPC Statistics

In reply to The Watcher (msg # 37):

Alien Creature
F Unknown
A Unknown
S Unknown
E Unknown
R Unknown
I Unknown
P Unknown

HP: Unknown
K: Unknown

Known Powers
- None
The Watcher
GM, 3745 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 9 Apr 2019
at 16:33
  • msg #39

Re: NPC Statistics

In reply to The Watcher (msg # 38):

Grizzly Bat
F RM
A EX
S IN
E RM
R GD
I GD
P GD

HP: 120
K: 30

Known Powers
- Flight
-- FEAT: Attack Run

***

Mama Grizzly Bat
F AM
A EX
S AM
E MN
R GD
I GD
P GD

HP: 195
K: 30

Known Powers
- Flight
- Debris Cloud (AOE dive bomb effect that provides cover to an area)
- Needlestorm (AOE effect targeting an area that forces an Agility check on the Stun column. W/G/Y/R = 40/20/0/0 damage. Stunned as well on W/G.)
This message was last edited by the GM at 03:09, Thu 02 May 2019.
The Watcher
GM, 3778 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 24 Apr 2019
at 16:28
  • msg #40

Re: NPC Statistics

In reply to The Watcher (msg # 39):

Leireblomst Outpost

* Alien OS (180)
- This system cannot be assaulted unless a countermeasure is down
- Repairs a countermeasure or itself by 10% max value per round (18/round)
- Attacks at IN intensity (Damage at 0/-1CS/+0CS/+1CS)
- Whenever a countermeasure falls, OS takes 10 damage
- Whenever OS recovers from being stunned, it becomes immune to stuns for 2 rounds

* Passive AI (EX/20)
- AI (vs. Hacking)
- Doubles healing while active

* Firewall (EX/20)
- Barrier (vs. Reason)
- System damage is reduced by 10 while active
-- Static damage caused by countermeasures being destroyed is not reduced

* Encryption (IN/40)
- Code Gate (vs. Intuition)
- Reduces all Hacking rolls by -4CS while active

* Surge Splicer (UN/100)
- Sentry (vs. Psyche)
- Whenever the OS heals, the hacker takes damage equal to the amount healed
-- Does not count healing in excess of the System's maximum health
-- Only OS healing triggers this, not countermeasure healing

* Multicore Processor (GD/10)
- AI (vs. Hacking)
- Does not contribute to OS total health
- Allows the OS to attack and heal in the same turn

quote:
Reminder re: Hacking System 2.0

1) Hacking requires an AI or enabling piece of equipment, program, hardware, whatever.

2) Hacking works as follows:

- All systems are protected by some combination of countermeasures, all of which provide a benefit to the system
- These countermeasures must be attacked in the correct way in order to drop their benefit and leave the system more vulnerable
- Attack rolls use your hacking skill rather than Fighting
- Damage dealt is equal to either your R, I, or Hacking stat, depending on the target of your hack
-- Barriers must be attacked with Reason
-- Code Gates must be attacked with Intuition
-- Sentries must be attacked with Psyche
-- AI/Automation must be attacked with your Hacking stat (this is not the same as the OS!)

3) Each countermeasure has an intensity, which is not its health pool. Unless otherwise stated, a single green or better "hit" will drop a countermeasure to 0, at which point it will start "healing" back up to its intensity. It remains OFF until it reaches that intensity, at which point it turns back ON.

3a) The system itself cannot be harmed unless at least one countermeasure is OFF, at which point damage dealt to the "defeated" countermeasure on subsequent attacks bleeds through to the system itself.

3b) If a RM (30) Barrier is attacked and hit, it becomes OFF. It then heals by the OS's stated amount per round, remaining OFF until it reaches 30+. If the Barrier it attacked and hit again, any "healing" done during the reboot is lost, and the difference between the lost health and the attack's value is dealt to the system as damage.

4) Every system has an OS. This is not a "countermeasure", but rather is the system's health. Most OS can heal themselves and other systems, and all of them will attempt to damage the attacker every round.

5) Once a system has been reduced to 0, all countermeasures drop to 0. The OS then begins healing them, starting with the weakest countermeasure, at its normal regeneration rate. Once all countermeasures are fully healed, the OS is restored and any access gained by the hacker is lost.

5b) If the Hacker's pool (R+I+P) is reduced to 0, they are ejected from the system and take damage equal to the OS's remaining health. Their pool regenerates at a rate of Psyche per hour.

6) Intensities matter. The System gets different effects based on its countermeasures. The hacker enjoys the following:

If the system was ON:

-White: whiff. Nothing happens.
-Green: system hit! It goes offline, and its reboot health is set to 0.
-Yellow: green effect + deal damage equal to related stat - reboot max health to system
-Red: yellow effect + STUN the system (it cannot attack or heal that round)

If the system was OFF:

-White: whiff. Nothing happens.
-Green: Hit! Deal damage to the system equal to your related stat minus countermeasure's reboot health, then zero the reboot health.
-Yellow: As green, but "freeze" countermeasure so it cannot be healed this turn.
-Red: As yellow, but STUN the system (it cannot attack or heal that round)

6b) AI are more resistant to stuns than most...see OS for details.

This message was last edited by the GM at 03:16, Tue 07 May 2019.
The Watcher
GM, 3838 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Tue 11 Jun 2019
at 12:37
  • msg #41

Re: NPC Statistics

Wasper Defender

F IN
A EX
S TY
E TY
R PR
I PR
P PR

HP: 72
K: 12

Known Powers
- Flight

Wasper Drone

F RM
A TY
S AM
E RM
R PR
I PR
P PR

HP: 116
K: 12

Known Powers
- None

Wasper Worker

F IN
A GD
S RM
E RM
R PR
I PR
P PR

HP: 110
K: 12

Known Powers
- Flight
This message was last edited by the GM at 18:27, Tue 14 Mar 2023.
The Watcher
GM, 4136 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 12 Oct 2022
at 14:25
  • msg #42

Re: NPC Statistics

In reply to The Watcher (msg # 41):

The Sacrifice

F IN
A TY
S AM
E MN
R FB
I FB
P FB

HP: 171
K: 6

Known Powers
- Armored Hide (provides EX body armor)
- Claws, Tail, and Teeth (Edged attacks)
- Grappling Chomp
- Hyperdigging
This message was last edited by the GM at 19:57, Wed 12 Oct 2022.
The Watcher
GM, 4220 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Thu 8 Dec 2022
at 16:57
  • msg #43

Re: NPC Statistics

In reply to The Watcher (msg # 42):

Definitely not a placeholder post with soldier stats hidden inside it...
This message was last edited by the GM at 14:26, Tue 05 Dec 2023.
The Watcher
GM, 4500 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Fri 30 Jun 2023
at 00:57
  • msg #44

Re: NPC Statistics

In reply to The Watcher (msg # 43):

More stat blocks hidden here.
This message was last edited by the GM at 19:01, Yesterday.
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