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Eclipse PhaseNPC File 1: Prime
NPC File 1: PRime
NPCs for The Roleplaying Game of Transhuman Conspiracy and Horror
tABLe oF coNteNts
AGI pod worker 3
VArIAnt: SecurIty noVAcrAb 3
AnArchISt SAboteur 3
VArIAnt: SuIcIde Fork 3
ArmS deAler 4
ASSASSIn 4
VArIAnt: eGo kIller 5
ASync 5
VArIAnt: loSt reneGAde 5
VArIAnt: ASync oVermInd 5
bIoconSerVAtIVe terrorISt 5
bodyGuArd 6
brInker ISolAte 6
buG collector 6
VArIAnt: buG hunter 7
coVert opS 7
crImInAl enForcer 8
FIeld medIc 8
FIrewAll AGent 8
GAnG member 8
hoplIte InFAntry 9
hoplIte bAttleSuIt 9
hotShot pIlot 9
hypercorp GenerAl ASSocIAte 10
IdentIty thIeF
Indentured InFuGee
11
JoVIAn SoldIer
12
mercurIAl SepArAtISt
12
pIrAte
12
Freebooter rAIder (modIFIed courIer)
12
pSychoSurGeon
13
reclAImer ActIVISt
13
reSeArch ScIentISt
13
VArIAnt: tItAnS expert
13
Scum deAler
14
SecurIty JAmmer
14
SecurIty trooper
15
VArIAnt: rIot SquAd
15
VArIAnt: trAIned mIlItAry
15
SecurIty doG
15
SInGulArIty Seeker
15
SmArt AnImAl hAndler
16
tech Support
16
VAcworker
16
10
ImmortAl olIGArch
10
credits:
Writing:
Nathaniel Dean
Editing:
Rob Boyle
Development:
Rob Boyle
Art Direction:
Brent Evans
Layout:
Adam Jury
Artwork:
Bruno Werneck, Mark Winters
Playtesters and Proofreaders:
Eirik Bull-Hansen, Kendall Jung,
Richard Riessen
Musical Inspiration:
Fractional
resources:
http://eclipsephase.com
—Eclipse Phase website and blog
http://del.icio.us/infomorph
—Eclipse Phase-related news and links
http://posthumanstudios.com
—Posthuman Studios website
http://eclipsephase.com/store
—Online Ordering and PDFs
outside resources:
http://www.humanityplus.org
—Humanity Plus
Version 1.0 (June 2010) by Posthuman Studios
contact us at info@posthumanstudios.com
or via http://eclipsephase.com
or search your favorite social network for:
“Eclipse Phase” or “Posthuman Studios”
Creative Commons License; Some Rights Reserved.
This work is licensed under the Creative Commons
Attribution-Noncommercial-Share Alike 3.0 Unported License.
To view a copy of this license, visit:
http://creativecommons.org/licenses/by-nc-sa/3.0/
What this means is that you are free to copy, share, and remix
the text and artwork within this book under the following
conditions:
1) you do so only for noncommercial purposes;
2) you attribute Posthuman Studios;
3) you license any derivatives under the same license.
For speciic details, appropriate credits, and updates/changes to
this license, please see: http://eclipsephase.com/cclicense
2
TABLE OF CONTENTS
n
TABLE OF CONTENTS
n
TABLE OF CONTENTS
n
TABLE OF CONTENTS
n
TABLE OF CONTENTS
NoN-pLAyer chArActers
1
The following NPCs represent a selection of charac-
ters the gamemaster may ind useful when running
Eclipse Phase
adventures. Bonuses from implants
and other gear are incorporated into aptitude scores.
Gamemasters are encouraged to modify the listed
stats, skills, gear, etc. as they deem it.
AGi pod worker
“At least I don’t have to stay cooped up inside all day.”
AGIs are often employed to operate maintenance
pods on habitats and orbital installations as they can
work around the clock and provide a set of intelligent
eyes on the exterior, where spimes and surveillance
systems are isolated and subject to failure. They are
preferred over standard narrow AIs due to their
elevated intelligence and adaptability. Novacrabs are
particularly popular sleeves due to their extra mobility
and durability.
in decentralized cells to sabotage hypercorp opera-
tions, government facilities, and military units. These
attacks typically target physical infrastructure and
property and avoid loss of life—the goal is to raise
the costs of business and support social struggles, not
cause indiscriminate terror.
coG
coo
Int
reF
SAV
Som
wIl
mox
20
15
15
15
20
15
20
3
InIt
Spd
luc
tt
Ir
dur
wt
dr
60
1
40
8
80
30
6
45
Morph:
Splicer
Skills:
Beam Weapons 40, Climbing 30, Deception 50,
Demolitions 40, Fray 45, Freerunning 40,
Infiltration 50, Interfacing 35 (Forgery 45),
Infosec 40, Networking: Autonomist 60, Networking:
Criminal 30, Perception 35, Programming 50
(Nanofabrication 60), Protocol 40, Scrounging 55,
Unarmed Combat 45
Rep:
@-rep 40, c-rep 20
Implants:
Basic Biomods, Basic Mesh Inserts, Cortical Stack
Gear:
Anonymous Account, Maker, Microwave
Agonizer, Microwave Link, Plasmaburst Grenade,
Spray Armor (2/2), Wrist Tools
melee
Unarmed 45
(DV 1d10 + 1)
ranged
Microwave Agonizer 40
(AP 0/–5,
DV pain/2d10, Ammo 50)
coG
coo
Int
reF
SAV
Som
wIl
mox
20
20
15
15
15
25
15
1
InIt
Spd
luc
tt
Ir
dur
wt
dr
60
1
30
6
60
40
8
60
Morph:
Novacrab
Skills:
Climb 40, Fray 45, Free Fall 60, Interfacing 50,
Hardware: Electronics 40, Hardware: Industrial 55,
Interfacing 50, Investigation 40, Perception 40,
Profession: Engineer 45, Unarmed Combat 50
Rep:
c-rep 10
Implants:
Basic Biomods, Basic Mesh Inserts, Carapace
Armor, Cortical Stack, Cyberbrain, Enhanced
Respiration, Gills, Mnemonic Augmentation, Oxygen
Reserve, Temperature Tolerance, Vacuum Sealing
Gear:
Micrograv Shoes, Repair Spray, Wrist-mounted Tools
Armor:
11/11 (carapace)
melee
Claw Attack 50
(DV 2d10 + 2)
VAriANt:
suicide Fork
Some missions are so challenging that the saboteur
is certain to be caught or killed. In cases like this,
anarcho-sabs send a suicide beta fork.
coG
coo
Int
reF
SAV
Som
wIl
mox
15
10
10
10
15
20
15
1
InIt
Spd
luc
tt
Ir
dur
wt
dr
40
1
30
6
60
35
7
53
VAriANt:
security NoVAcrAB
Some novacrab workers are dual-purposed in secu-
rity roles. Use the same stats as listed above, with the
following changes:
Additional Skills:
Beam Weapons 40, Clubs 45,
Profession: Security Ops 45
Additional Implants:
Enhanced Vision
Additional Gear:
Laser Pulser, Shock Baton
melee
Shock Baton 45
(DV 1d10 + 4 + shock)
ranged
Laser Pulser 40
(DV 2d10, Mode SA, Ammo 100)
ANArchist sABoteur
“4 … 3 … 2 …”
Some anarchists are not content to just live the
outer system libertarian lifestyle. They want to
bring the revolution to the inner system, strike at
the heart of the capitalist beast, and liberate the
oppressed clanking masses. These anarchists work
Morph:
Worker Pod
Skills:
Beam Weapons 35, Climbing 25, Deception 45,
Demolitions 40, Fray 45, Freerunning 40,
Iniltration 50, Interfacing 35 (Forgery 45), Infosec 40,
Networking: Autonomist 60, Networking: Criminal 30,
Perception 35, Programming 50 (Nanofabrication 60),
Protocol 40, Scrounging 55, Unarmed Combat 45
Implants:
Basic Biomods, Basic Mesh Inserts, Cortical
Stack, Cyberbrain, Dead Switch, Mnemonic
Augmentation, Puppet Sock
Traits:
Edited Memories (remembers nothing before
the mission), Neural Damage (Aphasia), Social
Stigma (Pod)
Gear:
Anonymous Account, Disassembler Nanoswarm,
Microwave Agonizer, Microwave Link, Spray
Armor (2/2)
melee
Unarmed 45
(DV 1d10 + 2)
ranged
Microwave Agonizer 40
(AP 0/–5,
DV pain/2d10, Ammo 50)
.
3
NON-PLAyEr ChArACTErS
n
NON-PLAyEr ChArACTErS
n
NON-PLAyEr ChArACTErS
n
NON-PLAyEr ChArACTErS
n
NON-PLAyEr ChArACTErS
Arms deALer
“That’s an original 3rd EU Cavalry battlesuit from BF 10.
Don’t touch it.”
The arms dealer isn’t your standard low-level street
dealer, nor are they working for a particular gang or
syndicate. They are an independent operator, often
with connections to multiple criminal organizations,
not to mention inluential government, military, and
hypercorp personnel. As the head of their own private
cartel, they are relaxed and conident in their personal
skills, network connections, and the stopping power
of their inventory. They are all business, however,
and would rather walk away from a deal than draw
weapons. Arms dealers are almost always accompa-
nied by a bodyguard and at least two well-equipped
criminal enforcers, just so no one gets any ideas.
AssAssiN
“Shhhhhh.”
Though death is often just a temporary setback, elite
assassins still play a role in the upper levels of crime
and power. The assassin’s mission may be to send a
message, kidnAP an ego, or erase a memory before
it is backed up. The most capable assassins get close
enough to their targets to pop their stacks or disappear
their targets entirely; missing people whose deaths are
not conirmed may not be resleeved from backup for
months, depending on their insurance provisions. The
best killers leave no trace and protect their own egos
with dead switches.
coG
coo
Int
reF
SAV
Som
wIl
mox
15
30
20
30 (40)
20
30
25
3
InIt
Spd
luc
tt
Ir
dur
wt
dr
130 (150) 2 (3)
50
10
100
55
11
83
coG
coo
Int
reF
SAV
Som
wIl
mox
Morph:
Ghost
Skills:
Blades 75 (Wasp Knife 85), Climbing 75,
Disguise 65, Exotic Melee: Monowire Garotte 70,
Fray 65 (85), Freerunning 70, Infiltration 70
(Shadowing 80),
Investigation 50, Kinetic Weapons 75
(Sniper Rifle 85), Networking: Criminal 80,
Perception 60, Research 50, Seeker Weapons 60,
Throwing Weapons 60, Unarmed Combat 65
Rep:
c-rep 40, g-rep 70
Implants:
Adrenal Boost, Basic Biomods, Basic Mesh
Inserts, Bioweave Armor (Light), Chameleon
Skin, Cortical Stack, Dead Switch, Echolocation,
Enhanced Vision, Grip Pads, Hardened Skeleton,
Medichines, Mental Speed, Neurachem (Level 1),
Relex Boosters, Toxin Filters
Gear:
Anonymous Account, Chameleon Cloak, Covert
Ops Tool, Skinlex, Smart Clothing, Smart Dust,
Spindle, Spindle Climber, Tracking Software
Armor:
12/13 (Light Body Armor + Light Bioweave)
melee
Monowire Garotte 70
(AP –8, DV 3d10)
melee
Wasp Knife 85
(AP –1, DV 1d10 + 5); injects
ammo
DTX2
(DV 2d10 + 10/turn for 3 turns,
SOM x 2 Test or paralysis for 1 hour)
ranged
Light Rail Pistol 75
(AP –11,
DV 2d10 + 2, Mode SA/BF/FA, Ammo 10)
with AP ammo, Smartlink
ranged
Seeker Armband 60
(AP –6,
DV 2d10 + 10, Mode SS, Ammo 4) with
Homing Plasmaburst Micromissiles
ranged
Sniper Rile 85
(AP –15, DV 2d10 + 12,
Mode SA, Ammo 40) with Safety System,
Smartlink, Smart Magazine, Sound Suppressor
ammo
Accushot 85 (AP –15, DV 2d10 + 12,
Mode SA/BF/FA, Ammo 8), ignores range and
environment penalties
ammo
Hollow-Point 85 (AP –13, DV 3d10 + 12,
Mode SA/BF/FA, Ammo 8)
ammo
Homing 95 (AP –15, DV 2d10 + 12,
Mode SA/BF/FA, Ammo 8)
ammo
RAP 85 (AP –21, DV 2d10 + 11,
Mode SA/BF/FA, Ammo 8)
ammo
Zero 85 (95 for 2nd and subsequent attacks
in that turn) (AP –15, DV 2d10 + 12,
15
30
15
20
20
25
20
2
InIt
Spd
luc
tt
Ir
dur
wt
dr
70
1 (2)
40
8
80
50
10
75
Morph:
Fury
Skills:
Beam Weapons 50, Deception 45, Demolitions 40,
Fray 70, Gunnery 50, Hardware: Armorer 60, Kinetic
Weapons 65 (Submachine Guns 75), Networking:
Autonomist 40, Networking: Criminal 70,
Networking: Hypercorp 50, Perception 55,
Persuasion 60, Profession: Smuggling Tricks 60,
Seeker Weapons 50, Spray Weapons 40, Thrown
Weapons 40
Rep:
c-rep 75, g-rep 80
Implants:
Basic Biomods, Basic Mesh Inserts, Bioweave
Armor (Light), Cortical Stack, Enhanced Vision,
Medichines, Neurachem (Level 1), Toxin Filters
Gear:
Anonymous Account, any weapon desired
Armor:
12/13 (Light Body Armor + Light Bioweave)
melee
Unarmed 25
(DV 1d10 + 2)
ranged
“Agatha:” Light Rail Pistol 65
(AP –8, DV 2d10,
Mode SA/BF/FA, Ammo 15) with
ammo
AP, Arm
Slide, Extended Magazine, Safety System
ranged
“Eloise:” Firearm SMG 75
(Modes SA/BF/FA,
Ammo 20) with Extended Magazine, Safety
System, Smartlink, and Smart Magazine
ammo
Hollow-Point (DV 3d10 + 3)
ammo
RAP (AP –8, DV 2d10 + 2)
ranged
“Hellen:” Plasma Rile 50
(AP –8,
DV 3d10 + 12, Mode SS, Ammo 10) with Safety
System, Smartlink, and Underbarrel Seeker
ranged
Homing Frag Micromissiles 50
(AP –4,
DV 2d10 + 6, Mode SA, Ammo 6)
4
Mode SA/BF/FA, Ammo 8)
ranged
Medium Pistol 35
(AP –2, DV 2d10 + 2)
VAriANt:
eGo kiLLer
On rare occasions, assassins may be tasked to hunt
down an AI, infomorph, or fork. In these cases, a killer
with a skill set oriented towards hacking is called for.
Truly elite ego killers specialize in accessing secure
backup services and deleting archived backups. It is
rumored that some ego killers got their start in mili-
tary networks during the Fall, hunting down remnants
of the TITANs.
VAriANt:
Lost reNeGAde
This survivor of the Lost generation remains on the
loose, selling their particular abilities to the highest
bidder and steadily growing more unhinged.
Additional Skills:
Control 55, Psi Assault 65, Sense 50
Additional Traits:
Danger Sense, Mental Disorder
(Choose two), Psi (Level 2), Psi Chameleon, Social
Stigma (Lost)
Psi-Chi Sleights:
Qualia, Unconscious Lead
Psi Gamma Sleights:
Alienation, Ego Scan, Psychic
Stab, Thought Browse
psi
Psychic Stab 65
(AP Ignores Armor, DV 1d10 + 3,
Strain Mod 0, Range Touch)
coG
coo
Int
reF
SAV
Som
wIl
mox
40
10
25
10
15
10
30
1
InIt
Spd
luc
tt
Ir
dur
wt
dr
70
3
60
12
120
—
—
—
Morph:
Infomorph
Skills:
Hardware: Electronics 85, Infosec 90, Interfacing
85 (Scanning 95), Investigation 80, Networking:
Criminal 70, Networking: Hypercorp 40, Profession:
Security Systems 80, Profession: XP Producer 60,
Programming 85, Research 80
Rep:
c-rep 20, g-rep 80, r-rep 20
Enhancements:
Mnemonic Augmentation,
Multi-Tasking
Gear:
Anonymous Account x 5, Software (AR
Illusion, Bedlam, Cauterizer, Exploit, Image/Pattern
Recognition, Sniffer, Spoof, Tracking)
AsyNc
“Don’t be disappointed, it takes a lot to surprise me.”
Those infected with the Watts-McLeod strain of
the Exsurgent virus manifest strange abilities and
are constantly aware of something fundamentally
different in their ego. Fear of the strangeness in their
own minds and the potential aggression that others
might show them forces asyncs to learn skills to blend
in with others and keep their true nature masked.
Some asyncs view the “otherness” of their abilities as
something to master before it masters them.
VAriANt:
AsyNc oVermiNd
Some asyncs become obsessed with developing their
abilities to the exclusion of all else and can demon-
strate terrifying mental power.
Additional Skills:
Control 80, Intimidation 60,
Investigation 60, Persuasion 50, Psi Assault 85,
Sense 75, Unarmed Combat 60
Additional Traits:
Mental Disorder (Choose two), Psi
(Level 2)
Psi-Chi Sleights:
Ambience Sense, Downtime, Grok,
High Pain Threshold, Multitasking, Predictive Boost,
Superior Kinesics
Psi Gamma Sleights:
Charisma, Cloud Memory, Deep Scan,
Mind Link, Omni-Awareness, Psychic Stab, Scramble
melee
Unarmed Strike 60
(DV 1d10 + 1)
psi
Psychic Stab 85
(AP Ignores Armor, DV 1d10 + 3,
Strain Mod 0, Range Touch)
BiocoNserVAtiVe terrorist
“We’ve been cast from Eden for using forbidden
knowledge and now we suffer in the wasteland.”
Infrequent terror attacks still occur across the
solar system, often committed by bioconservative
groups dedicated to destroying the “taint” of techno-
industrial memes and society. Some bioconservatives
arise from religious cults that view transhuman
technologies as opposing the natural order, such as
extreme Pentacostal religious sects who saw the Fall
as the Rapture: divine retribution for the growth of
geneixing, the creation of “soulless” AIs, and similar
abominations. Others adhere to anti-tech or even
anti-civilization ideologies, such as the primitivists
who seek to restore humanity to an idyllic hunter-
gatherer state.
coG
coo
Int
reF
SAV
Som
wIl
mox
20
15
20
15
15
15
25
2
InIt
Spd
luc
tt
Ir
dur
wt
dr
70
1
50
10
100
35
7
53
Morph:
Futura
Skills:
Control 55, Deception 40, Disguise 50, Fray 55,
Iniltration 45, Intimidation 45, Investigation 40,
Kinesics 50, Kinetic Weapons 35, Networking
(Choose one) 60, Perception 55, Psi Assault 65,
Sense 50, Unarmed Combat 40
Implants:
Basic Biomods, Basic Mesh Inserts, Cortical
Stack, Eidetic Memory, Emotional Dampers
Rep:
(Choose one) 40
Traits:
Mental Disorder (Choose one), Psi (Level 2), Psi
Defense (Level 1)
Gear:
Psike-Out (1 dose, +20 to Psi Tests, +2 DV to
Strain), Utilitool
Psi-Chi Sleights:
Ambience Sense, Downtime, Grok,
Predictive Boost, Sensory Boost
Armor:
3/4 (Armor Clothing)
melee
Unarmed Strike 40
(DV 1d10 + 1)
coG
coo
Int
reF
SAV
Som
wIl
mox
.
15
15
15
10
15
15
20
3
InIt
Spd
luc
tt
Ir
dur
wt
dr
50
1
40
8
80
30
6
45
Morph:
Flat
Skills:
Deception 50, Demolitions 55, Disguise 50,
Fray 50, Freerunning 45, Kinetic Weapons 50,
Infiltration 60, Infosec 40, Networking:
Ecologists 60, Perception 35, Pilot: Groundcraft 40,
Unarmed Combat 35
5
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