THUGS!, For all you GMs out there. |
THUGS!, For all you GMs out there. |
Mar 16 2009, 06:53 AM
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Moving Target Group: Members Posts: 380 Joined: 19-May 07 Member No.: 11,698 |
Just a GM resource for all of you GMs out there. I was kinda not happy with the lackluster grouping of thugs presented in the base book (YES, yes, I know I could change their names and make Halloweeners into the Rusty Stelettos), so I decided to make up a few Thugs of my own, feel free to use them. Each thug group was based (pretty heavily) on existing thug groups, so I know their about equal in abilities (They might be slightly more powerful). But changing some skills around and making some different concepts could really help out a game, especially if you don't want your Profession Rating 1 Rent-a-cops lobbing Molotov Cocktails.
Profession rating 1 LOS ALAMOS 20K THUGS More ready and combat-capable then their Humanis goon squad counterparts, they are nonetheless still realativly low on the profession rating, being composed mostly of trigger happy racists and fearmongers. Many of them have some special skill. Bod:3 Agl:3 Rea:3 Str:3 Chr:2 Int:2 Log:2 Will:2 Ess: 6, Init 5 IP 1 CM: 10 Skills: Negotiation(Persuasion) 2+2, Clubs 2, Pistols 2, One other skill at 2 Gear: Colt America L36 (4p, 11 rnds), Baseball Bat (Str/2+2 P, 1 Reach), Possibly 1 other weapon, Commlink Device rating 2 EXAMPLE specialists Demolitions Expert:Choose Demolitions for extra skill, add 3 Kilos of Foam explosive and 3 blasting caps Marksmen: Choose Longarms 2, and replace the pistol with Ruger 100 Granadier: Choose Throwing 2 and Add 2 Shrapnel grenades Los Alamos 20k Lieutenant The leader of small groups of Los Alamos Thugs, they are expected to be better tacticians than their Thug counterparts, and they are supposed to keep them in line and on target, a task sometimes akin to herding cats. Bod:3 Agl:3 Rea:4 Str:3 Chr:3 Int:2 Log:2 Will:3 Ess:5.8 Init:7 IP1 CM:10 Skills: Dodge 2, Negotiation(Persuade)4+2, Pistols 2, Leadership(Los Alamos 20k) 1+2, Clubs 3 Cyberware: Datajack Gear:Remington Roomsweeper (5p, -1AP, 8rnds) Baseball Bat, Commlink (Device rating 2) MARTIAL ARTIST Many people study martial arts in the 6th world, as a form of protection, exercise, or simply because they enjoy it. These are generic stats for people who study martial arts fairly seriously, and go to tournamens for non-augmented people. Bod:3 Agl:3 Rea:2 Str:4 Chr:2 Int:2 Log:2 Will2 Ess:6 Init:4 IP 1, CM 10 Skills Unarmed Combat 3, Etiquette (Martial artists)1+2, Clubs 2 Qualities: Martial Arts (Tae Kwon Do), +1 to Unarmed DV, Vicious Strike (May Drop DP by 2 to deal physical damage) Gear: Karate Gi, Bo Staff (Str/2+2P, Reach2), Commlink (device 2) Sensei A teacher of Martial arts, these people teach, practice, and develop their own techniques. A sensei will generally have several students with them when going to tournaments or in class. Bod:4 Agl:3, Rea:3, Str:4, Chr:3, Int:2 Log:2, Will:3 Ess:6 Init:5, IP1 CM10 Skills Etiquette (Martial Arts)1+2, Instruction(Martial Arts)3+2, Unarmed Combat 4, Clubs(Martial Arts Clubs)2+2 Qualities: Martial Arts (Tae Kwon Do)x2, +1 unarmed Damage, +1 to knock down/ Kick(+1 range) Vicious Blow, Throw(Full defense may deal damage or knockdown) Gear: Karate Gi, Bo Staff, Commlink (Device rating 2) PROFESSION RATING 2 CUT RATE MERC Since the dawning of the 6th world, countries have destabalized terribly, and the market for geurilla fighters has increased exponentially, leading to some places to cut corners and go with less experienced mercs. Bod:3 Agl:4 Rea:4(6) Str:3 Chr:2 Int:3 Log:2 Wil:3 Ess:5.2 Init:7(9), IP 1 CM10 Automatics 3, Dodge 2, Pistols2, Blades(Knives)1+2 Tactics (Professional Knowledge)2 Cyberware: Datajack, Reaction enhancers (2) Gear: Camouflage suit (6/4), AK-97 Carbine (5p, 30rnds),Colt America L36 (4p, 11 rnds), Commlink (Device rating 2, Signal 3) Subvocal Mic, Survival Knife CUT RATE MERC LIEUTENANT Because of the increadably low standards of most Merc companies, anyone who is a cut above he rest is automatically promoted to field leaders, or small squad commanders. They are generally ill prepared as commanders but some of them are able to survive, somehow. Bod:4 Agl:4 Rea:4 Str:3 Chr:4 Int:3 Log:3 Wil:3 Ess:5 Int:7(9) IP 1 CM10 Skills: Automatics 3, Dodge 2, Longarms 2, Blades(Knives)2+2, Leadership(Military)1+2, Unarmed Combat 2, Pistols 1 Tactics (Professional Knowledge) 4 Cyberware: Datajack, Reaction Enhancers 2, Hand Razor(Str/2+2) Gear: Camouflage Suit (6/4), AK-97 (6p, -1AP, 38rnds), Ruger 100(7p, -1AP 5rnds), Colt America L36 (4p, 11 rnds), Commlink (Device Rating 2, Signal 4) Subvocal Mic, Survival Knife, 2 doses of Cram PROFESSION RATING 3 DEDICATED TERRORISTS A fanatical devotion to a cause spurs some individuals to devote their life to that cause, and they spend all of their life learning skills designed to help their cause. Unfortunatly, good training is sometimes hard to come by, leading to a less-than stellar performances. Bod:3 Agl:4 Rea:4 Str:3 Chr:3 Int:4 Log:3 Will:3 Ess:5.7, Init:8 IP1, CM10 Skills: Automatics: 3 Infiltration:3, Close Combat group 1, Perception:1 Tactics (Professional Knowledge) 3, Devotion of choice (Religion/enviromentalism/etc.)4 Cyberware: Datajack, Smartlink eye mod Gear: Armor Vest (6/3) HK 227-X (5p, smart, surpressed 28 rnds), Ceska Black Scorpion (4p, RC1, 35rnds)Commlink (Device rating 3), Survival Knife DECICATED TERRORIST LIEUTENANT Shamantic leaders of terrorist groups are rare, but present nonetheless in many orginizations. They use their natural charisma to inspire troops, and their obvious magical prowess to subdue their foes, all while furthering their cause. Bod:3 Agl:4 Rea:3 Str:3 Chr:5 Int:4 Log:3 Will:5, Mag:4 Ess:6, Init:7 IP1, CM11 Skills: Leadership:3, Longarms:2, Sorcery Group 3, Conjuring group 3, Blades(Swords)1+2, Assensing 1, Astral Combat 2 Devotion of Choice:5, World Politics 3 Spells: Mana Ball, Stun Ball, Heal, Analyse Truth Gear: Armor Vest (6/3), Ruger 100(7p, -1AP 5rnds), Weapon Focus 1 Sword (Str/2+3, Reach 1), Commlink (Device rating 3) |
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