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Academic (Standard NPC — 8 XP): Init II; Atk I; Def I; Resilience II; Damage Save: I; Competence: VII; Skills: Science X; Wealth: II; Weapons: None; Gear: 3 × Caliber II; Vehicle: None; Qualities: meek (–18), non-combatant.

Android (Standard NPC — 57 XP): Init IV; Atk V; Def III; Resilience VII; Damage Save: VII; Competence: VII; Skills: None; Wealth: None; Weapons: 1 × Caliber IV; Gear: None; Vehicle: None; Qualities: construct, damage reduction 5, low-light vision.

Biker (Standard NPC — 45 XP): Init IV; Atk V; Def IV; Resilience IV; Damage Save: V; Competence: VI; Skills: Drive VII; Wealth: III; Weapons: 1 × Caliber I; Gear: 1 × Caliber I; Vehicle: 1 × Caliber III; Qualities: specialty (Hot Rodder).

Bodyguard (Standard NPC — 81 XP): Init VI; Atk VI; Def V; Resilience V; Damage Save: VII; Competence: V; Skills: Notice VIII, Search VII; Wealth: IV; Weapons: 1 × Caliber III; Gear: 1 × Caliber III; Vehicle: 1 × Caliber III; Qualities: damage reduction 2, strongminded (+8), tough (2 saves).

Bystander (Standard NPC — 0 XP): Init I; Atk I; Def II; Resilience II; Damage Save: I; Competence: V; Skills: Profession V; Wealth: III; Weapons: None; Gear: 1 × Caliber I; Vehicle: None; Qualities: meek (–16), non-combatant.

Clerk (Standard NPC — 0 XP): Init I; Atk I; Def II; Resilience I; Damage Save: I; Competence: V; Skills: Manipulate VI; Wealth: I; Weapons: None; Gear: 1 × Caliber I; Vehicle: None; Qualities: meek (–16), non-combatant.

Company Man (Standard NPC — 75 XP): Init VI; Atk VI; Def V; Resilience V; Damage Save: VI; Competence: VIII; Skills: Blend VII, Notice VI; Wealth: III; Weapons: 1 × Caliber IV; Gear: 3 × Caliber III; Vehicle: 1 × Caliber II; Qualities: specialty (Operative).

Cult Follower (Standard NPC — 19 XP): Init II; Atk II; Def II; Resilience II; Damage Save: III; Competence: III; Skills: None; Wealth: None; Weapons: 1 × Caliber I; Gear: None; Vehicle: None; Qualities: feral, steadfast, strong-minded (+8).

Cyborg (Standard NPC — 103 XP): Init VI; Atk VIII; Def VI; Resilience VIII; Damage Save: IX; Competence: III; Skills: None; Wealth: None; Weapons: 1 × Caliber V; Gear: None; Vehicle: None; Qualities: augmented (1 × Caliber III), damage reduction 5, fast healing, fleet (+10 ft.), low-light vision, minion, superior attribute (Str 20), tough (4 saves).

Gang Member (Standard NPC — 46 XP): Init V; Atk VI; Def V; Resilience IV; Damage Save: V; Competence: V; Skills: Streetwise VII; Wealth: III; Weapons: 1 × Caliber II; Gear: 1 × Caliber I; Vehicle: 1 × Caliber I; Qualities: specialty (City Dweller).

Guerilla Fighter (Standard NPC — 42 XP): Init IV; Atk IV; Def V; Resilience VI; Damage Save: V; Competence: VI; Skills: Blend V, Sneak V; Wealth: I; Weapons: 1 × Caliber I; Gear: 1 × Caliber I; Vehicle: None; Qualities: feat (Ambush Basics).

Hired Gun (Standard NPC — 42 XP): Init V; Atk VII; Def V; Resilience V; Damage Save: VI; Competence: IV; Skills: None; Wealth: IV; Weapons: 1 × Caliber III; Gear: 1 × Caliber III; Vehicle: None; Qualities: feat (Rock and Roll!, Style Over Caliber).

Martial Arts Mook (Standard NPC — 57 XP): Init IV; Atk VI; Def V; Resilience V; Damage Save: VI; Competence: IV; Skills: Acrobatics V; Wealth: II; Weapons: 3 × Caliber I; Gear: None; Vehicle: None; Qualities: feat (Boxing Basics, Kicking Basics), horde, minion, natural attack (kick III, slam III).

Mercenary (Standard NPC — 61 XP): Init V; Atk VII; Def V; Resilience VI; Damage Save: VI; Competence: VI; Skills: None; Wealth: V; Weapons: 3 × Caliber II; Gear: 3 × Caliber II; Vehicle: None; Qualities: damage reduction 2, feat (Autofire Basics), specialty (Soldier of Fortune).

Ninja (Standard NPC — 87 XP): Init IV; Atk VI; Def VII; Resilience IV; Damage Save: IV; Competence: VI; Skills: Acrobatics VII, Athletics VII, Blend VIII, Sneak VIII; Wealth: II; Weapons: 3 × Caliber III; Gear: 2 × Caliber II; Vehicle: None; Qualities: feat (Ambush Basics, Ghost Basics, Wolf Pack Basics), minion, synchronized, treacherous.

Police Officer (Standard NPC — 62 XP): Init IV; Atk VII; Def IV; Resilience IV; Damage Save: V; Competence: V; Skills: Intimidate VI, Notice VI; Wealth: IV; Weapons: 1 × Caliber III; Gear: 5 × Caliber I; Vehicle: 1 × Caliber II; Qualities: feat (CQB Basics, Gunslinger’s Eye, Marksmanship Basics).

Security Guard (Standard NPC — 43 XP): Init IV; Atk IV; Def VI; Resilience V; Damage Save: V; Competence: VI; Skills: Notice VII, Security VI; Wealth: II; Weapons: 1 × Caliber I; Gear: 1 × Caliber I; Vehicle: None; Qualities: None.

Special Forces Trooper (Standard NPC — 114 XP): Init VI; Atk VIII; Def V; Resilience VI; Damage Save: VII; Competence: VIII; Skills: Tactics VIII; Wealth: IV; Weapons: 3 × Caliber IV; Gear: 3 × Caliber IV; Vehicle: 1 × Caliber III; Qualities: commander, damage reduction 2, extended training (Hurled, Rotor-Wing Air Vehicles), feat (Autofire Basics, Autofire Mastery, Marksmanship Basics, Marksmanship Mastery, Heave), low-light vision, specialty (Special Ops), synchronized, tough (2 saves).

Street Fighter (Standard NPC — 47 XP): Init IV; Atk V; Def V; Resilience VI; Damage Save: V; Competence: III; Skills: None; Wealth: II; Weapons: 1 × Caliber II; Gear: None; Vehicle: None; Qualities: feat (Brawling Basics, Dirty Fighting Basics), natural attack (slam III), tough (1 save).

SWAT/Strike Team Member (Standard NPC — 93 XP): Init VI; Atk VIII; Def V; Resilience V; Damage Save: VI; Competence: VI; Skills: Tactics VII; Wealth: IX; Weapons: 2 × Caliber III; Gear: 5 × Caliber III; Vehicle: 1 × Caliber IV; Qualities: damage reduction 2, feat (CQB Basics, CQB Mastery, Marksmanship Basics, Tac-Squad Basics), low-light vision, synchronized.

Terrorist (Standard NPC — 70 XP): Init IV; Atk V; Def IV; Resilience VI; Damage Save: VII; Competence: VI; Skills: Science (Chemistry) VI; Wealth: VI; Weapons: 1 × Caliber II; Gear: 3 × Caliber III; Vehicle: None; Qualities: extended training (Explosives, Hurled, Motor-Powered Water Vehicles, Rotor-Wing Air Vehicles), fearless (+12), feat (Explosive Basics, Grenade Basics).

Thug (Standard NPC — 33 XP): Init IV; Atk V; Def VI; Resilience V; Damage Save: VI; Competence: VI; Skills: None; Wealth: III; Weapons: 1 × Caliber I; Gear: None; Vehicle: None; Qualities: specialty (Criminal).

Tool-Pusher (Standard NPC — 9 XP): Init II; Atk II; Def I; Resilience I; Damage Save: II; Competence: IV; Skills: Electronics VI, Mechanics VI, Science (Fabrication) II; Wealth: II; Weapons: None; Gear: 3 × Caliber II; Vehicle: None; Qualities: meek (–16), non-combatant.

Tribal Warrior (Standard NPC — 48 XP): Init IV; Atk V; Def V; Resilience VII; Damage Save: VI; Competence: VIII; Skills: Survival VII; Wealth: None; Weapons: 1 × Caliber I; Gear: None; Vehicle: None; Qualities: camouflaged (forest or jungle), specialty (Tribesman).

Zombie (Standard NPC — 36 XP): Init II; Atk V; Def II; Resilience IV; Damage Save: VII; Competence: I; Skills: None; Wealth: None; Weapons: None; Gear: None; Vehicle: None; Qualities: all thumbs, clumsy, construct, damage reduction 5.