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> THUGS!, For all you GMs out there.
Degausser
post Mar 16 2009, 06:53 AM
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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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Kanada Ten
post Mar 16 2009, 02:51 PM
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Nice. Though I think cyberware and bioware should be much more common, even down to the 20K thugs (Alamos is the elite of Humanis). A lot of people will have muscle replacement, attention co-processors, and so on (remember that body shops are in pretty much every mall, they have to be selling to someone). Also, I think the martial artists should both have a slightly higher willpowers, since part of the intent of martial arts is to improve self-discipline (and willpower makes up the stun track).

Vulture Torcher (Ork)
Professional Rating 0
B6 A2 R2 S6(9)* C1 I2 L1 W2 Ess4.02 Int4 IP1 CM11(12) Armor(4/6)

It's a Torcher's job to slice and dice the Vulture's prey using a welding torch in one hand and a cyberclaw in the other. Their single cybereye is usually located in the forehead, or an open socket if they've lost an eye (common occurance among Vultures), and features flare compensation along with the image link. The latter receives data only from a Spotter's commlink and is used to overlay schematics. Despite their brute strength and built-in weapon, Torchers are not fighters and, like most Vultures, flee at the first sign of conflict, leaving the Talons to cover their retreat.

Skills
    Athletics Group 2
    Unarmed Combat (The Claw) 2 (+2)
    Automotive Mechanic (Disassemble) 2 (+2)
    Industrial Mechanic (Demolish) 2 (+2)

    Barren Escape Routes 2 (Intuition)
    Vulture Politics 1 (Intuition)
    Welding Sweet Sopts 2 (Logic)
    Hypnotists of the 1920s 2 (Intuition)
Cyber/Bioware
    The Claw (Obvious Cyberarm, Hydraulic Press, Magnetic)
    Left-Hand Laser (Obvious Lowerarm, Welding Laser)
    Buzzard Eye (Single Cybereye, Flare Comp, Thermo, Cover, Special)
Gear
    Welder's Vest (4/6)
Quotes
    "Bead's the thing, scan. Too thick, no cut. Too thin, too slow."
Notes
    Plug&Play Monofilament Chainsaw/Welding Laser
[ Spoiler ]

Vulture Ferret (Dwarf)
Professional Rating 1
B4 A2 R2 S3 C2 I4 L4 W3 Ess2.88 Int6 IP1 CM10 Armor(2/4 Insulated)

Mechanics and technorats, Ferrets deal with the more delicate (and more valuable) scavenging. They are also charged with biological salvage, which they approach with the same mad tinkering ingenuity that they apply to hardware. A Ferret's cybersuite is part tool kit and part medkit, with creative use of many utensils required to fulfil both roles. Providing maintenance for much of the Vulture's eccelctic ware also falls to them.

Skills
    Artisan (Chrome) 1 (+2)
    Cybertechnology (Vultureware) 2 (+2)
    First Aid (Citter Bites) 1 (+2)
    Medicine (Implant Surgery) 2 (+2)
    Computers (Scan) 2 (+2)
    Hacking (Exploit) 1 (+2)
    Hardware (Stipping) 2 (+2)
    Automotive Mechanic 3
    Escape Artist (Tight Spots) 2 (+2)
    Shadowing (Tail Evasion) 1 (+2)

    Security Systems (Cars) 2 (+2) (Logic)
    Barrens Hidey-Holes 3 (Intuition)
    Avant Garde Cyberware Artists 2 (Intuition)
    Where People Stash Things 2 (Logic)
Cyber/Bioware
    Shock Treatment (Lower Arm, Medkit, Shockhand, Insulated)
    Ferret Fingers (Lower Arm, Utility Kit, Handrazors, Insulated)
    Slippery Skin (Dermal Sheath, Wet Sheath)
    The MRI-Eye (Imagelink, Microscopic, Radar, MAD Scanner)
    Horizon EDUNU (Commlink R2 S2 S2 F2, Hot)
Gear
    Surgeon's Vest (1/2 Insulated)
    Assorted BTLs
    Spare Parts
    Rusty Crowbar
Programs
    Analyze 1
    Scan 2
    Attack 1
    Exploit 2
    Spoof 1
    Stealth 2
Agents
    Sgt Cracker 2 (Exploit, Stealth)
Quotes
    "Nyx Snake; nasty little buggers. The poison paralyzes you first, see, which is what's got you in this state. Takes a while to kill ya, and it doesn't do anything for the pain. Unfortunate for you, considering what I'm about to do. Now, let's see what's under that hood of yours... Ah, reaction enchancers, very nice."
Notes
    Ferrets use teamwork on Hacking and Computer test.
[ Spoiler ]

Vulture Talon (Elf)
Professional Rating 2
B2 A4 R4 S2 C3 I3 L3 W2 Ess4.26 Int7 IP1 CM9 Armor(3/0)

Scout, lookout, and general soldier of the Vultures, a Talon is the eyes and ears of his Spotter. While the rest of the crew attack the carcass (be it building, broken down bus or the bloody remains of a gang war), he finds a roost from which to watch and listen for the first hints of danger approaching. With tricked out ears and eyes, it's a pretty good bet that he spots you before you spot him.

Skills
    Athletics Group 1
    Longarms (Sporting Rifle) 2 (+2)
    Shadowing (Stakeout) 2 (+2)
    Inflitration (Barrens) 1 (+2)
    Perception 2

    Barrens Sniper's Nests 2 (Intuition)
    Habits and Habitats of Stormcrows 3 (Intuition)
    Vulture Politics 2 (Intuition)
Cyber/Bioware
    Batbrain (Ultrasound, Cyberears, Increased Sensitivity, Sound Filter)
    Eyes of the Master (Cybereyes, Flare, Mag, Low-Light, Smartlink, Rangefinder)
    Horizon EDUNU (Commlink R2 S2 S2 F2, Hot)
    Massaging Deposits (Jolting selected muscle groups near you)
Gear
    Urban Camouflage Fatigues (3/0)
    Urban Camouflage Netting
    Remington 750 (7P +1AP SS 0RC 5m) Subsonic, Smartlink
    Handful of Subsonic Ammo
Agents
    Watch Dog 2 (Analyze, Attack)
Quotes
    "..."
Notes
    Potentially deadly.
[ Spoiler ]

Vulture Gorilla (Troll)
Professional Rating N/A
B8(12)* A2 R2 S9(13)* C1 I1 L1 W1 Ess0.10 Int3 IP1 CM12(17) Armor(2/2)

Galumphing around on their cyberknuckles, these hulking machines serve mostly as biological backpacks and carry the bulk of the Vultures' haul. Fitted with skillwires and personafix, gorilla length cyberarms, powerful legs and an extra-large cybertorso, the Gorilla's life is little more than a caged animal, a workhorse. If commanded, they can fight, and with abandon, relying on their long arms and incredible strength to overpower and subdue threats. This tactic is used almost exclusively for critter attacks or ambushes. Note: a fully loaded Gorilla takes a -2 dice pool on all physical and combat skills.

Skillsofts
    Unarmed Combat 2
    Walking Backpack 2
Cyber/Bioware
    Mind of the Master (Skillwires, Sim Module, Signal Booster)
    Body of the Beast (Cybertorso, +Armor, +Body, Bulk Compartment)
    Cyber Ape (2 Cyberarms, +Armor, +Body, +Strength, Telescoped)
    Stompers (2 Cyberlegs, +Armor, +Body, +Strength, Hydraulic)
Gear
    Ragged Teddy Bear
Quotes
    "Mumf."
    "Ahrgg!"
    "Pumm-umm omma rrriz!"
Notes
    All nodes are slaved to the Spotter's commlink.
[ Spoiler ]

Vulture Spotter (Human)
B A R S C I L W E Int CM

Acting as the leader and brains, the Spotter is also the de facto hacker. Maintaining the Vulture cell's cloud network, running appraisal knowsofts for the ferrets, managing the AR schematics for Torchers, and skillsoft setup for Gorillas, along with monitoring the image and sound feed from Talons are all tasks of the Spotter. To help ease the burden, they're fitted with an extra-large brain.

Vulture Hawk (Dwarf)
B A R S C I L W E Int CM

The public face and fence for the Vultures, Hawks don't sport much of the more insane cyber, preferring scavenged chrome over the homebrew, but they still display the more unusual mannerisms of the gang: polite, even unctuous and ingratiating, all the while looking at you like you're dinner on a platter. In a pinch, Hawks will spew toxic, hallucinogenic gas from their internal air tanks, and attempt to make a getaway in the ensuing confusion.
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Wesley Street
post Mar 16 2009, 04:14 PM
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I think you mean "Alamos 20K". Los Alamos is in New Mexico. (IMG:style_emoticons/default/wink.gif)
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Jaid
post Mar 16 2009, 04:38 PM
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why does your merc lieutenant have hand razors? (alternate suggestion: autoinjector)

anyways, looks mostly right to me... i might expect to see the occasional set of cybereyes/ears in addition to what you have already, but since they wouldn't be at a 100% rate, i can see why you wouldn'y list them... i disagree with muscle aug and such... sure the facilities are there, but do you have 5,000 (IMG:style_emoticons/default/nuyen.gif) just sitting around to pay for it?
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Kanada Ten
post Mar 16 2009, 04:47 PM
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Sure, but I usually spend it on things like snowmobiles, cars, vacations, home improvement, stuff like that... Then again, I don't go around beating up orks...
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Degausser
post Mar 16 2009, 05:23 PM
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To answer some peoples questions/comments:

Remember what the book says: you can insert your own 'specialists' with surprises to mix up the PCs.

You can always create your own squad of 'elite' Alamos 20k guys with a higher profession rating.

Bodyshops are great for cosmetic mods or datajacks or internal commlinks, but for real combat-enhancing cyber and bio, you are going to find that is more rare.
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Neraph
post Mar 16 2009, 05:38 PM
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This is a nice list, and is getting Favorited, but I myself was unhappy with the stats of the existing ones, so I started to update them with things from other books (Arsenal, mainly). I present, without further ado, the new Tir Ghosts...

Elf
B: 4
A: 6
R: 5(7)
S: 4
[b]C: 5
I: 6
L: 4
W: 5
Ed: 6
Ess: 2.6
Ini/IP: 11(13)/1(3)
CM: 11

Movement: 10/25

Skills: Athletics Group 3, Demolitions 3, Dodge 4, Firearms group 4, Perception 4, Stealth group 6,
Unarmed combat 5

Cyberware: Flare Compensation (Retinal Mod), Commlink (Res 6, Sys 5, Sig 3, Fire 5), Smartlink, Wired
Reflexes 2

Gear: Light MilSpec Armor w/Helm (14/12; Ruthenium Polymers; r6 Thermal Damping; r2 Mobility; Chemical
Seal; camera [all upgrades]; Microphone [all upgrades]), Grapple gun, H&K 227-X (Electronic Firing,
Chameleon Coating, Smartgun, sound Suppressor, Stock) w/ADPS (5P/5S, AP -4/0,
SA/BF/FA, RC 1(2), 28©x2); 2 smoke grenades; 2 thermal smoke grenades; r4 TacSoft

Notes: All Tir Ghosts are elves and have racial Low-Light vision.

Perception Checks against Tir Ghosts suffer a -4 penalty due to the ruthenium polymer coating of their armor.

EDIT: Red Samurai coming soon!
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DamienKnight
post Mar 16 2009, 05:57 PM
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QUOTE (Jaid @ Mar 16 2009, 11:38 AM) *
why does your merc lieutenant have hand razors? (alternate suggestion: autoinjector)

Hand razors are more intimidating, and have practical use outside of combat for cutting tasks such as breaking simple restraints.
QUOTE (Kanada Ten)
Also, I think the martial artists should both have a slightly higher willpowers, since part of the intent of martial arts is to improve self-discipline (and willpower makes up the stun track).

I would give the teacher a 4 will and 4 agility, but the students a 3 makes sense. Many people learn willpower/self control in martial arts, but I think the average student is well represented with a solid 3. Other people develop their willpower doing other things... bearing pain ina sport, or focusing on their studies instead of goofing off. Only those who have trained enough to teach are going to be above the norm consistently.
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Degausser
post Mar 16 2009, 06:44 PM
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Also note that those are Profession rating 1 thugs. Guys who know martial arts but aren't all that serious about it. These are not the world Warriors from Street Fighter, or some world-renowned sensei. These are the stats for the Cobra-Kai guys from the Karate Kid.

And why did I give the guy a hand Razor? Well, quite frankly it was because it cost .2 essense, and it seemed like a good emergency backup weapon. I didn't want the guy to have less than 5 essence (he is still Profession rating 2, not an all out street sam) and I thought it would be good for an emergency backup weapon that he couldn't loose.
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Neraph
post Mar 17 2009, 12:15 AM
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Red Samurai

Human
B: 4
A: 5
R: 5(6)
S: 4
C: 3
I: 4
L: 3
W: 4
Ed: 5
Ess: 3.8
Ini/IP: 9(10)/1(2)
CM: 10

Movement: 10/25

Skills: Athletics group 2, Blades 3, Dodge 4, Etiquette (Corporate) 3, Firearms group 5, Infiltration 3,
Perception 3, Unarmed Combat 4

Cyberware: Cybereyes (Flare Compensation), Smartlink, Wired Reflexes 1

Gear: Red Samurai Armor w/Kabuto (15/15; Mobility r2), SCK Model 100 (5P;AP-;SA/BF;RC(1);30©), Katana

Notes:

The kabuto helmet includes the following commlink (Fi 4;Res 4;Sys 4; Sig 4; Encryption 4).

That SCK Model 100 should totally be a Nitama Optimum III... But Arsenal says they use the SCK Model 100, poopy.

EDIT: named the post. Sorry about that.
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Kanada Ten
post Mar 17 2009, 02:32 AM
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Ugh, that took me forever, and only one finished. Hopefully they'll get faster as I get back in the habit.

Neraph, could you title that post with "Red Samurai" for easy reference? I know you said it'd be next, but...
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eidolon
post Mar 17 2009, 02:39 AM
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QUOTE (Kanada Ten)
Though I think cyberware and bioware should be much more common


I agree. Mods are far too scarce in the core book mooks.
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Neraph
post Mar 17 2009, 03:31 AM
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QUOTE (Kanada Ten @ Mar 16 2009, 09:32 PM) *
Ugh, that took me forever, and only one finished. Hopefully they'll get faster as I get back in the habit.

Neraph, could you title that post with "Red Samurai" for easy reference? I know you said it'd be next, but...

I had it all done up pretty-like on a Notepad on the PC, using a blank character. I'll post my format for you to (possibly) use. The title of the Notepad is "Blank Character", and when copied I rename it to what character, EI: Red Samurai. So when I Ctrl + A, Ctrl + C to post it here, the name was left out.

[ Spoiler ]


It messed with the alignment of the stat line: make sure about 4 spaces are between each stat. Tweak with it, it'll work.
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Neraph
post Mar 17 2009, 03:42 AM
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Red Samurai Lieutenant:
[ Spoiler ]
I honestly think the combat hackers here need better programs. They seem a little on the low side.

Here's a homebrew: my character in one campaign (dual GM'd by me and a friend. Every now and then we switch off who runs it, so when I run it he's NPC'd, when he runs it I play him. He has the same story) has Enemy and Nemesis for the mages of Saint Sylvester from the Christian Theurgy.

Knight of Saint Sylvester - Profession Rating 5
[ Spoiler ]
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Degausser
post Mar 17 2009, 04:56 AM
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Here are a few more for you.

Remember, for those posting: Make sure to add a profession rating AS WELL as keeping them vagugely in line with what is presented in the book. A Red Samurai with 15/15 armor and 20 dice with his Katana isn't really a 'Thug' anymore, and is more like a Prime Runner. Remember, Thugs are supposed to be baddies that are (at earlier levels) easy to beat. Heck, I think my SRT Lieutenant is a bit too powerful, but I will let you make that decision. Don't get too carried away.


PROFESSION RATING 3
Italian Mafia Legbreakers
While not as highly trained as some of the Japanese or Chinese mafias, they make up for it with higher numbers, as they are less picky as to who they include in the 'family.' As long as they are tough and loyal, there are few other requirements to join the Mafia's enforcers.

Bod:4 Agl:3 Rea:4 Str:4(5) Chr:3 Int:4 Log:2 Will:3
Ess:5.1 Init:8 IP:1 CM10

Skills
Clubs 3, Intimidate 3, Longarms 3, Unarmed Combat 2 Pistols 1, Etiquette(Mafia)1+2
Language (Italian)3, Syndicate Politics:2

Bio/cyberware: Dermal Plating 1, Muscle Augmentation 1, Datajack

Gear: Baseball Bat (Str/2+2P, reach 1), Colt America L36 (4p, 11 rnds), Lined Coat (5/3), Remington 990 Shotgun [9P(f), AP+5, 8 rnds] Commlink (Device rating 3)

Italian Mafia Legbreaker Lieutanant
These inforcers are usually sent with the leaders of "Collection" squads to do the talking and keep the other mooks in line. Many times they are the more robust metahumans, like orks, which only adds to their intimidating demenor.

ORK
Bod:6 Agl:3 Rea:4 Str:5 Chr:4 Int:4 Log:3 Will:3
Essense:5.2 Init:8, CM 11

Skills
Clubs 3, Intimidate 4, Etiquette(Mafia)2+2, Pistols2, Automatics 3, Unarmed Combat 3
Language (Italian)4, Syndicate Politics:4

Bio/Cyberware: Internal Commlink (Device 3), Plastic Bone Lacing (+1 to Damage resist tests), Skin Pocket

Gear: Armored Vest (6/3) Baseball Bat, AK-97 Carbine(5p 1RC, 30rnds), Ares Predetor (5p, -1AC 15rnds)

PROFESSION RATING 4
Infilatration Experts
A generic reperesentation of biologically enhanced infiltrators from high-class bank robbers to corperate spies, these guys are designed to slip into and out of most facilities with startaling ease. They specialize in fooling MAD scanners and security.

Bod:3 Agl:5 Rea:4(5) Str:3 Chr:4 Int:4 Log:3 Wil:3
Essense5.05 Init:8(9) IP2 CM10

Skills:
Blades(Knives) 2+2, Negotiation(Bargining) 2+2, Con 3, Pistols 3, Unarmed 4, Stealth Group 2(3)
[Knowledges]Security Systems 3

Bioware: Synaptic Booster 1, Reflex Recorder (Stealth group)
Cyberware: Datajack

Gear: Moulded body armor(6/3), disguises, Ceramic Knife (Str/2+1P, Immune to MAD), Racor Sting(6p(f) AP+5, 5rnds), Hammerli 620s w/Silencer(4p, 1RC, Silenced), Shock Gloves (5S(e) -1/2AP), Commlink (Device rating 3), Briefcase with smuggling compartment

Infiltration Expert Lieutanant
Often, Infiltration rings will have one cordinator, who puts plans together and takes care of some of the technical sides of their plots, including hacking and demolitions. These experts may not be as combat capable in the meatworld, but they are compotant in their own right in VR.

Bod:3 Agl:4 Rea:4 Str:2 Chr:4 Int:5 Log:5 Will:4
Essense5.4 Init:9(10 Matrix) IP1(2 or 3 Matrix) CM10

Skills:
Electronics Group 3, Cracking group 3, Leadership:3, Demolitions:4, Longarms 2, Negotiation(Bargining):3+2
Security Systems (Professional Knowledge)4, Current events:4

Bio/Cyberware: Internal Commlink (Device Rating 4, Modified for BTL/Hotsim), Cybereyes 2 W/Flare comp and Smartlink, Skin Pocket

Gear:
Camouflage suit (Urban)(6/3)Ruger 100(7P, 1AP, 5rnds, modded for smartgun system), Spare Commlink (Device rating 3), 5Kilos of Foam Explosives, 10 Blasting caps, Electronics toolkit

Programs
Assume all 'nessicary' hacking programs at 3, Agent running on second commlink, Pilot rating 2

Lone Star Special Response Team (SRT)
Sometimes (or rather, most of the time) Lone Star Cops are inadaquate for dealing with large threats such as Shadowrunners or a Mafia Gang War. In these times, Lone Star will send in their SRT, a combat-capable task force designed to deal with threats that are far beyond normal street thrugs.

B:4 Agl:5 Rea:4(5) Str:5 Chr:2 Int:4 Log:3 Will:3
Essesne:5.5 Init:8(9) IP1 CM10

Skills:
Clubs:3, Negotiation:3 Intimidation:3 Pistols:3 Longarms:3 Unarmed Combat(Subduing):2+2
Tactics (Professional Knowledge)3, UCAS Laws:3

Cyberware:Internal Commlink (Device rating 4) Datajack, Reaction Enhancers 1

Gear: Riot Gear (8/6),Tonfa (Str/2+1P), Contacts with Imagelink, Remington Roomsweeper (5p, -1Ap 8rnds), Remington 990 with Gel rounds(7s, AP+1, RC1, 8rnds)

Lone Star SRT Lieutenant
Despite lucritive other opertunities, several physical adepts have joined Lone Star's ranks, either out of some misguided idealism or for the perks that being the law affords. Either way, they are quickly promoted to where they can do the most good with the least likelyhood of dying.

Bod:4 Agl:6 Rea:5(6), Str:3, Chr:4 Int:4 Log:4 Will:5 Mag:4
Ess:6, Init:9(10), IP1(2), CM11

Skills:
Athletics Group 2, Firearms group 5 (Longarms 6), Leadership 3, Infiltration 3, Perception 3, Pistols 2, Close Combat Group 2
Tactics:5, UCAS Laws:4

Gear: Remington 100, Camouflage Suit (Urban)(8/6), Survival Knife Contacts with Smartlink, Image link and Image Magnification, Ares Predetor, Commlink (Rating 4), Subvocal Mic, Earbuds

Magic: Increased Reflexes 1, Astral Perception, Increased Skill (Longarms), Great Leap 2
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Neraph
post Mar 17 2009, 05:33 PM
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QUOTE (Degausser @ Mar 16 2009, 11:56 PM) *
Remember, for those posting: Make sure to add a profession rating AS WELL as keeping them vagugely in line with what is presented in the book. A Red Samurai with 15/15 armor and 20 dice with his Katana isn't really a 'Thug' anymore, and is more like a Prime Runner.

All I did was take the Grunts out of the core book and update their equipment. I would imagine the Tir Ghosts (freaking military covert-ops) would have things like Ruthenium Polymer light milspec armor, and Thermal damping. Their weapon would also have Chameleon coating so as not to break their ruthy-coating, and be a little quieter.

The Red Samurai were really easy to build... Red Samurai Armor (freaking has the same name as the unit, and is listed as being heavily used by them), same thing for the SCK Model 100... It's specifically noted as being heavily used by them. I think they should have somethng like the Nitama Optimum III, as it is a much better weapon (and the initial entry says Assault Rifle, not SMG), but I went with the flavor text. If they have 20 dice with their katana, that's not my fault; they have that in the core rulebook as well.

I changed no actual stats, nor did I upgrade cyber/bio (like they should have). I simply updated their gear.

EDIT: I'm only counting an 8 DP for blades on that Red Sammy..
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Degausser
post Mar 17 2009, 06:21 PM
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QUOTE (Neraph @ Mar 17 2009, 12:33 PM) *
All I did was take the Grunts out of the core book and update their equipment. I would imagine the Tir Ghosts (freaking military covert-ops) would have things like Ruthenium Polymer light milspec armor, and Thermal damping. Their weapon would also have Chameleon coating so as not to break their ruthy-coating, and be a little quieter.

The Red Samurai were really easy to build... Red Samurai Armor (freaking has the same name as the unit, and is listed as being heavily used by them), same thing for the SCK Model 100... It's specifically noted as being heavily used by them. I think they should have somethng like the Nitama Optimum III, as it is a much better weapon (and the initial entry says Assault Rifle, not SMG), but I went with the flavor text. If they have 20 dice with their katana, that's not my fault; they have that in the core rulebook as well.

I changed no actual stats, nor did I upgrade cyber/bio (like they should have). I simply updated their gear.

EDIT: I'm only counting an 8 DP for blades on that Red Sammy..


Whoa whoa whoa, no need to take offense man. I am not sayin' they are bad builds or anything, just saying that they are not in line with 'thugs.' I am in agreement that the Ghosts and Red Sams are something to be feared, I am just saying that if you send runners against five or six of yours, they are far more likely to die then sending them against the Red Sams in the book. This is just a game balance issue.

Think of the Red Sam Thugs (Or the Ghost Thugs) in the book as the raw recruits, or footsoldiers, where as the guys who wear super armor or polymer armor as proven, veteran higher-ups. Those who have proven themseslves and thus get better gear. After all, Renraku is a company, and they aren't going to pass out that expensive super-armor to just anyone who graduates 'Boot Camp.'

I can see what you are trying to do with updates, but think about the metagame for a sec. The Base Lone Star thugs presented in the book use America L38 Light Pistols(4p, SA, 0RC). Now, according to Arsenal, the standard Lone Star weapon is the Ruger Thunderbolt (which does 5P, -1 AP, BF, 2RC) With a built in Laser Sight or smartlink. If I upgraded the Thug template, suddenly my guys that were balanced for 4p damage are doing 8p (with burst fire),
Now have AP of 1, and add 1 or 2 dice extra to hit. That is a big upgrade from what the thugs were.

Now, will I include the thunderbolt in my game? Of course. "Prime Runner" custom built Lone Star officers and Upgraded SRT thugs will use it, but I would think twice about upgrading standard thugs with better equipment because it might effect the metagame balance of those thugs.
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Kanada Ten
post Mar 17 2009, 07:13 PM
Post #18


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IMO, book grunts were made for n00b GMs to prevent accidental TPK on the first run - and even then, they're all wearing kid-gloves. Once the player characters have access to Arsenal, handing a Thunderbolt to a Lone Star grunt is a natural progression just to keep them on par.
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Neraph
post Mar 17 2009, 07:17 PM
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QUOTE (Degausser @ Mar 17 2009, 12:21 PM) *
Whoa whoa whoa, no need to take offense man. I am not sayin' they are bad builds or anything, just saying that they are not in line with 'thugs.' I am in agreement that the Ghosts and Red Sams are something to be feared, I am just saying that if you send runners against five or six of yours, they are far more likely to die then sending them against the Red Sams in the book. This is just a game balance issue.

Think of the Red Sam Thugs (Or the Ghost Thugs) in the book as the raw recruits, or footsoldiers, where as the guys who wear super armor or polymer armor as proven, veteran higher-ups. Those who have proven themseslves and thus get better gear. After all, Renraku is a company, and they aren't going to pass out that expensive super-armor to just anyone who graduates 'Boot Camp.'

I can see what you are trying to do with updates, but think about the metagame for a sec. The Base Lone Star thugs presented in the book use America L38 Light Pistols(4p, SA, 0RC). Now, according to Arsenal, the standard Lone Star weapon is the Ruger Thunderbolt (which does 5P, -1 AP, BF, 2RC) With a built in Laser Sight or smartlink. If I upgraded the Thug template, suddenly my guys that were balanced for 4p damage are doing 8p (with burst fire),
Now have AP of 1, and add 1 or 2 dice extra to hit. That is a big upgrade from what the thugs were.

Now, will I include the thunderbolt in my game? Of course. "Prime Runner" custom built Lone Star officers and Upgraded SRT thugs will use it, but I would think twice about upgrading standard thugs with better equipment because it might effect the metagame balance of those thugs.

Updating the gear for your thugs simply makes your players have to use simple logic like "don't stand in the open and get shot" more frequently. We also have to keep in mind the thugs are described with generic weapons (for example, which assault rifle do Tir Ghosts have? The Ares Alpha, the FN HAR? An AK-97?) or generic armor (where is "medium security armor" [direct quote from Red Sammies] anyways?)

All I did was make the text line up with the fluff. If Red Samurai are now scary, or if Tir Ghosts are more dangerous, well, they were intended to be. That's what PR 5 and PR 6 mean - the hardest of the hard. Technically, there's no such thing as PR 7, so anything more dangerous than a PR 6 would be a Prime Runner/Team working off (more or less) standard BP builds.

There's a reason you don't mess with Renraku. The Red Samurai are it.
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Neraph
post Mar 17 2009, 07:19 PM
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QUOTE (Kanada Ten @ Mar 17 2009, 01:13 PM) *
IMO, book grunts were made for n00b GMs to prevent accidental TPK on the first run - and even they they're all wearing kid-gloves. Once the player characters have access to Arsenal, handing a Thunderbolt to a Lone Star grunt is a natural progression just to keep them on par.

Flawless Victory!

You did with 2 sentences what I was trying to do with a (quasi) lengthy post. I tip my hat to you sir.

EDIT: Has anyone else noticed that the By-The-Book (heretofore BTB) Corp-Sec guards are completely untrained in the use of their standard-issue stun baton? I think this is where the RAI come into play (either change the baton to shock gloves or change the Unarmed to Blunt).
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Degausser
post Mar 17 2009, 11:41 PM
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Well, here is another batch. This will probably be my last for a while. I was just trying to add some flavor to the Thug Listings. If I feel inspired, or something comes up in my game, I will probably make more, but this should be fine for now.
Yet even more thugs.

PROFESSION RATING 0
Rioters
Typical representation of civilian rioters from just about anyplace. From people from the night of rage to the looting that happened in Boston after the second crash, some people just loose their minds whenever the sociatal order is upset. It is important to remember that these are normally everyday citizens, and many posess job skills if they stop and use their brains.

Bod:3 Agl:2 Rea:2 Str:3 Chr:1 Int:2 Log:2 Will:2
Ess:6 Init:4 IP:1 CM:10

Skills: Clubs:1 Intimidation:1, Unarmed Combat:1, Choose one Skill group at 2

Gear: Lead Pipe (Club, Str/2+1 Reach 1), Commlink (Device rating 2)

EXAMPLES
Computer Store Employee: Electronics group 1, Cracking group 1 (Upgrade Commlink to lvl 3, all hacking program lvl 1)
Corperate Drone: Influence group 2
Minor League Athalete: Athletics group 2

Rioter Lieutenant
Ringleaders that either instigate or perpetuate mobs tend to be more vocal and more agressive than the other members. Racism, hate, or sometimes just fear of the unknown drives these men toward violence, and drives them to drive other to do the same.

Bod:3 Agl:3 Rea:3 Str:4 Chr:2 Int:3 Log:2 Will:2
Ess:6 Init:6 IP:1 CM:10

Skills: Intimidation 1, Pistols 2, Leadership 1, Clubs:2, Thrown Weapons 1
Current Events (knowledge) 2

Gear:
Colt Asp (4P, 6rnd Revolver), Club, Commlink (Device rating 2), Molotove Cocktail (4p fire)

PROFESSION RATING 1
Ravers
Representative of Club Kids and other Ne'erdowells that wish to simply waste their life away dancing in Clubs like Dante's Inferno and other such clubs. Many of them like to incorperate various esoteric moves from martial arts or knife fighting, or anything else that is in popular culture.

Bod:3 Agl:4 Rea:3 Str:2 Chr:3 Int:2 Log:1 Will:2
Ess:5.8 Init:5 IP1 CM:10

Skills:
Etiquette(Raver)1+2, Unarmed Combat(Capoeria) 1+2, Blades 2, Computer 1, Data Search 1, Gymnastics 1, Artisan(Dance)1+2
Pop Culture (Interest Knowledge) 4

Cyberware: Datajack, Color Change hair, various cosmetic Mods

Gear:
Forearm Snap Blades (Str/2+2P), Commlink (Device Rating 2), Glasses with image link, Earbuds.

Raver Lieutenant
Club DJs are often seen as the ultimate authority at Raves. They get to decide what to play and when, but also must adhere to the crowds' moods or they will be dropped like a stone. Many of them are or were ravers themselves, and feel a special form of kinship with those that they play music for.

Bod:3 Agl:3 Rea:4 Str:2 Chr:4 Int:3 Log:2 Will:3
Ess:5.4 Init:7 IP1, CM:10

Skills:
Artisan(Music) 3+2 Etiquette(Raver) 3+2 Blades 3 Unarmed Combat(Capoeria) 2+2, Leadership 1, Hardware 2
Popular Culture (Interest Knowledge) 4, Popular Music (Interest Knowledge)4

Cyberware: Internal Commlink (Device 3), Datajack, Cybereyes (rating 2) with Cosmetic Mod and low-light vision,, Various Cosmetic Body Mods.

Gear:
Katana(Str/2+3), Music Libarary, Electronics Toolkit, Earbuds

Programs:Edit 3, Browse 3

PROFSSION RATING 2
Poser Shadowrunners
Not all Runners of the shadow are very professional. Some are simply posers who have a few bits of Cyberware, and have gone to the shooting range once or twice. They are as much a danger to themselves as they are to others.

Bod:4 Agl:2 Rea:4(5) Str:3 Chr:3 Int:2 Log:2 Will:4
Ess:5.1 Init:7(8 ) IP:1 CM:10

Skills:
Automatics 3, Blades 2, Pistols:1 Unarmed Combat: 2
Action Trid Shows (Interest Knowledge)5

Cyber: Datajack, Reaction Enhancers 1, Plastic Bone Lacing

Gear: Peacemade Armor (5/3), TMP (5p, BF/FA, 20rnds, Laser sight), Colt Asp, Commlink (Device Rating 3), Forearms blades (str/2+2P)

Poser Shadowrunner Lieutenant
Occassionally, some Poser runners will hook up with a hacker Poser, and then they can be an official 'team.' While they would able handle a simple smash-and-grab job or augment a gang war, don't expect to be hiring them any time soon, unless you want your run to fail.

Bod:3 Agl:3 Rea:4 Str:2 Chr:3 Int:4 Log:4 Will:4
Ess:5.5 Init:8 IP:1 CM:10

Skills:
Electronics Group 3, Cracking Group 2, Pistols 2, Etiquette(Matrix)1+2
Action Trid Shows 3 Data Havens 2

Cyberware: Datajack With Datalock lvl3, Skillwires lvl 1

Gear:
Colt Asp(With Laser Sight), Commlink (Rating 3, Modded for BTL/Hotsim), Electronics Toolkit, Autopicker lvl 4

Programs: All relevant Hacking and Computer Programs at 2.
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Kanada Ten
post Mar 18 2009, 12:26 PM
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How do you pound those out so fast! I've only got three done, sheesh. I was thinking about gathering these all up into PDFs for ease of printing and such. (Though, that's pretty ambitious for me. Still got to finish the Vultures, but I'm doing it, scan?)

How do GMs want them? Index Card sized, an 8.5 x 11 with relevant groups?
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Browncoatone
post Mar 18 2009, 01:19 PM
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Either. I'm going to reformat them to my needs anyway.

Thanks for taking some work off my hands guys.
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Hankinstien
post Mar 18 2009, 01:35 PM
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Thanks so much for this thread, this is awesome!
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Fleinhoy
post Mar 18 2009, 03:12 PM
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Some really good ideas here, but why do you follow the idea from the book and add "Lieutenants" with slightly boosted combat stats to every bloody group? Even Ravers and Rioters? If I were you I'd drop them from those entries that are, when all is said and done, simply an unorganised bunch of people.
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