Necessary Evil Alien Stats

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The V’sori War Machine[edit]



Drones

Despite their different races, most drones have the exact same abilities. All Drone equipment is internal, so it cannot be stolen. Most humanoid drones look much the same, being completely encased in form-fitting body armor with visored helmets. Every drone bristles with the weaponry, cables, and piping necessary for it to complete its assigned duties. Drone

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d8

Skills: Driving d6, Fighting d8, Intimidation d6, Notice d4, Shooting d8, Swim d6

Charisma: 0; Pace: 6; Parry: 6; Toughness: 8 (2) Special Abilities:

• Ambidextrous: Drones have no off-hand penalty.

• Aquatic: Pace 6. Cybernetic gills and marine adaptations allow drones to function underwater.

• Electro-Shock: Drones can generate an electrical current to incapacitate their targets. This is not a constant power and must be used in lieu of their normal attack. They only need to touch the target to affect them (+2 bonus to Fighting roll). If successful, the target must make a Vigor roll at -2 or be Shaken.

• Fearless: The capacity for fear has been removed... surgically. They are immune to Fear and Intimidation.

• Armor +2: Cybernetic implant armor.

• Heavy Blaster: Drones have an integrated blaster built into the forearm that runs off an internal capacitor. It recharges at the rate of three shots per round. Range 15/30/60, Damage 3d6, shots 20, AP 4, Double Tap, Blaster overcharge rules.

• Low Light Vision: Cybernetic eyes.

• Vibro-Claws: Str+2, AP 2, Heavy Weapon. Retractable vibro-blades in one appendage.




Hyper-Drones

When it becomes apparent that the typical Drone soldier is no match for a superpowered Earthling, the V’sori unveil the Hyper-Drones. These poor souls have their cybernetics wired to overcharged internal power plants. It grants them extreme power at the cost of eating away at their bodies, not that the V’sori care. Hyper-Drones appear to be hairless, yellowing humans with bloodshot eyes and cables running in and out of their body at various intervals. With heavy clothing, they can still pass themselves off as humans, unless a close examination is made. Hyper-Drones have a blaster cannon hidden within their mouth, thus they do no speak.

Attributes: Agility d10, Smarts d4, Spirit d6, Strength d12+1, Vigor d10

Skills: Driving d10, Fighting d12, Intimidation d8, Notice d8, Piloting d10, Shooting d12, Swim d8 Charisma: 0; Pace: 6; Parry: 8; Toughness: 9 (2) Special Abilities:

• Ambidextrous: Implants allow them to be equally adept with all manipulators.

• Aquatic: Pace 12. Cybernetic gills and marine adaptations allow drones to function underwater.

• Blaster Cannon: This internal weapon is the equivalent of a blaster machine gun. Though the firing aperture is in the mouth, the majority of the weapon is actually located in the Hyper-Drone’s thoracic cavity. Like a Drone’s blaster, it recharges at the rate of three shots per round. Range 50/100/200, Damage 3d8, ROF 3, AP 4, shots 180, Blaster overcharge rules.

• Claws: Str+2, AP 2, Heavy Weapon. Two sets of retractable blades and improved combat software give Hyper-Drones the the Frenzy Edge as well.

• Fearless: The capacity for fear has been removed... surgically. They are immune to Fear and Intimidation.

• Armor +2: Cybernetic implant armor.

• Infravision: Cybernetic eyes.

• Low Light Vision: Cybernetic eyes.

• Quick Recovery: +2 to recover from being Shaken.




War Spheres

When there isn’t much of a rebels body left to turn it into a standard drone, V'sori scientists make the best of what’s left. War spheres are floating, metallic drones the size of beach-balls tasked either for attack or defense. The war sphere also possesses retractable manipulator arms to perform simple tasks. Located in the center of a War Spheres well-armored shell is the still-living brain of the rebel subject, wiped and cybernetically controlled in exactly the same way as standard drones.

Attributes: Agility d10, Smarts d4, Spirit d6, Strength d10, Vigor d6

Skills: Driving d6, Fighting d6, Intimidation d6, Notice d8, Shooting d8

Charisma: 0; Pace: -; Parry: 5; Toughness: 8 (4) Special Abilities:

• Construct: Constructs gain a +2 to recover from Shaken, and are immune to disease and poison.

• Fearless: The capacity for fear has been removed... surgically. They are immune to Fear and Intimidation.

• Flight: Pace 10.

• Heavy Armor +4: Metal shell.

• Heavy Blaster: An internal blaster identical to those mounted in Drones, also recharging three shots per round. Range 15/30/60, Damage 3d6, shots 20, AP 4, Double Tap, Blaster overcharge rules.

• Low Light Vision: Cybernetic sensors.

• Size -1: War spheres are about the size of a large beach ball.




G’rok

G’roks are a species native to one of the V’sori conquered worlds. They can best be described as two tons of ruthless killing machine with a stubborn persistence when tracking their prey. G’roks cannot see and have a reduced sense of hearing, however they have six triangular nasal sensors that are placed across the front and sides of their skull, giving them an unparalleled sense of smell. Since g’roks tend to eat anything smaller than themselves, their offspring exude a pheromone that effectively makes them invisible to mature g’roks. After several problems with a resistance group based in the sewers of Ocean City, the V’sori released dozens of g’roks into the system. Groups of these g’roks have survived by living off rats, cats, and anything else they come upon in the sewers.

Attributes: Agility d6, Smarts d6(A), Spirit d10, Strength d12+4, Vigor d12

Skills: Fighting d10, Guts d10, Intimidation d10, Notice d8, Stealth d6, Swim d10, Tracking d8 Charisma: 0; Pace: 10; Parry: 7; Toughness: 16 (4) Special Abilities:

• Aquatic: Pace 10.

• Claws/Bite: Str+4. G’rok claws and teeth are razor sharp and hard as steel. AP 8.

• Heavy Armor +4: G’roks have gray, overlapping, bone plating over most of their bodies. Chinks in the armor can be hit at -6 to attack rolls.

• Improved Sweep: G’roks attempt to get within a group of prey and slash with their claws to wound as many as possible; they can then follow blood trails of the wounded prey.

• Large: Attackers add +2 to attack rolls when attempting to hit a g’rok, due to its large size.

• Size +4: G’roks are typically 10-15 feet long and weigh approximately two tons. Rumors say some specimens have reached even larger sizes.

• Uncanny Scent: G’roks have an amazing sense of smell. They gain a +4 bonus to Tracking and Notice rolls and can use their sense of smell to target opponents, ignoring any sight or hearing based penalties to their attack rolls.

• Weakness (Light): G’roks are susceptible to normal light. When in contact with light, they must make a Vigor roll at -4 or be Shaken.

K’tharen Elite Force (Fin)

The K’tharen are a large (over 7' tall) and powerful alien race. They have a basic humanoid form but with a thick crocodile-like hide. Their head has a distinctive shark-like appearance, especially with the fin-ridge that runs along the top of their skull. Their coloration runs towards the darker end of the spectrum along their backs, from light greens to blue and violet, while the front is universally pale. The K’tharen grow darker along their dorsal ridge as they age, and older members can appear pure black.




K’tharen Warrior (Shark Troopers)

K'tharen warriors wear little in the way of actual clothing while operating in terrestrial environments, but are never seen without their combat harness, a bandolier-like device that allows Fins to carry a host of weaponry, as well as additional ammunition and what passes for field rations (normally raw meat of some unspeakable origin).

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+2, Vigor d10

Skills: Driving d6, Fighting d10, Guts d8, Intimidation d10, Notice d8, Shooting d10, Swim d10, Throwing d8 Pace: 7; Parry: 7; Toughness: 13 (4)

Gear: Fin Combat Suit (Armor +2, Heavy Armor), Two Fusion Grenades (Range 5/10/20, Damage 3d8, AP 2, Medium Burst Template, Heavy Weapon), Blaster Rifle (Range 30/60/120, Damage 3d6, ROF 3, shots 45, AP 4, Three round burst).

Special Abilities:

• Aquatic: Pace 10

• Armor +2: Thick skin.

• Bite/Claws: Str+2.

• Improved Frenzy: K’tharen can make two Fighting attacks a round.

• Military Training: K’tharen gain +2 to Shooting rolls if they do not move in a round.

• Size +2: K’tharen grow their entire lives with a maximum size of approximately 9' tall.




K’tharen Commander

These K’tharen are the leaders of their groups. They have been cybernetically enhanced and are even more dangerous than they sound. They have however lost some of their agility in the water from the extra weight of their implants. Like all K’tharen, they refuse to use any hand weapons other than their own claws and teeth, including implant weapons.

Attributes: Agility d10, Smarts d8, Spirit d10, Strength d12+4, Vigor d12+1

Skills: Driving d8, Fighting d12, Guts d12, Intimidation d12, Notice d10, Shooting d12, Swim d10, Throwing d8 Pace: 10; Parry: 8; Toughness: 15 (4)

Gear: Four Fusion Grenades (Range 5/10/20, Damage 3d8, AP2, Medium Burst Template, Heavy Weapon), Blaster machine gun (Range 50/100/200, Damage 3d8, ROF 3, AP 4, shots 180).

Special Abilities:

• Aquatic: Pace 10

• Heavy Armor +4: Implanted polyceramic plates.

• Bite/Claws: Str+2

• Command: Can give troops +1 to Fighting rolls and Toughness.

• Improved Frenzy: K’tharen commanders can make two Fighting attacks a round at no penalty.

• Low Light Vision: Cybernetic eyes.

• Military Training: K’tharen commanders gain a +2 to Shooting rolls if they do not move in a round.

• Size +3: K’tharen commanders stand head and shoulders above their troops.

• Weapon Link: If using a computer-linked weapon, the K’tharen commander may ignore 2 points of penalties to their Shooting rolls.




Quisling Gangs

Quisling gangs are groups of human criminals, usually street gangers, that have decided to gain power by selling out the human race and serving the V’sori as informants, spies and enforcers. Many quisling gangers are outfitted with V’sori weapons or other high-tech gear to take care of any super-powered threat they come across.




Quisling Ganger

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6

Skills: Drive d6, Fighting d6, Guts d4, Intimidation d6, Notice d4, Shooting d6, Streetwise d6

Charisma: -2; Pace: 6; Parry: 5; Toughness: 5 Edges: -

Hindrances: Mean

Gear: Vibro-knife (Str+2, AP 2, Heavy Weapon), single Fusion Grenade (Range 5/10/20, Damage 3d8, AP 2, Heavy Weapon, Medium Burst Template) and either a 9mm pistol (Range 12/24/48, Damage 2d6, AP 1, Double Tap) or an Uzi (Range 12/24/48, Damage 2d6, ROF 3, AP 1), .




Quisling Gang Heavy

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8

Skills: Drive d6, Fighting d8, Guts d4, Intimidation d6, Notice d6, Shooting d8, Streetwise d6 Charisma: -2; Pace: 6; Parry: 6; Toughness: 9 (2)

Hindrances: Mean

Edges: Brawny, Combat Reflexes

Gear: Ablative Armor (+2, Heavy Armor), Vibro-knife (Str+2, AP 2, Heavy Weapon), Heavy machine gun (Range 30/ 60/120, Damage 2d8+1, ROF 3, AP 2, Snapfire penalty).




Quisling Gang Leader

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8

Skills: Drive d8, Fighting d10, Guts d4, Intimidation d8, Notice d6, Shooting d10, Streetwise d8 Charisma: -2; Pace: 6; Parry: 7; Toughness: 7 (1)

Edges: Combat Reflexes, Command, Trademark Weapon (ranged or melee)

Hindrances: Mean. Heartless

Gear: Duraweave Armor (+1, Heavy Armor), Vibrosword (Str+4, AP 2, HW), three Fusion Grenades (Range 5/10/20, Damage 3d8, AP 2, HW, MBT), and either an M2-HK (Range 10/20/40; Damage 3d6; AP 3, Heavy Weapon) or a Blaster Rifle (Range 30/60/120, Damage 3d6, ROF 3, AP 4, Three Round Burst).





SOCorp

SOCorp is a law enforcement agency in Star City established by Major Jimmy Perez. Ostensibly, they enforce the V’sori rule within the city, Generally they are well armed, well-armored, and highly motivated. A unit of SOCorp operatives can generally take down even super-powered threats with the right tactics. When expecting such opposition, they can prove downright deadly.

The gear listed represents standard loadouts; when SOCorp personnel anticipate dealing with superpowered threats they can gain access to net-guns, foam-throwers, and mega-tasers. Against high-priority targets they may field fusion grenades, vibro-blades, and even the occasional plasma rifle.




SOCorp Operative

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6

Skills: Drive d6, Fighting d6, Guts d4, Intimidation d4, Investigation d4, Notice d6, Shooting d6, Streetwise d4

Charisma: 0; Pace: 6; Parry: 5; Toughness: 6 (1)

Hindrances: Loyal

Edges: Combat Reflexes

Gear: Duraweave Suit (+1, Heavy Armor), Tactical Helmet (+4, Heavy Armor), Stun Wand (Vigor roll or paralyzed for 2d6 rounds), Light MG (Range 24/48/96, Damage 2d8, ROF 3, AP 2, Three round burst), two grenades (Range 5/10/20, Damage 3d6, Medium burst template).




SOCorp Elite

Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8

Skills: Drive d8, Fighting d8, Guts d6, Intimidation d6, Investigation d6, Knowledge (Tactics) d6, Notice d8, Shooting d8, Streetwise d6

Charisma: 0; Pace: 6; Parry: 6; Toughness: 7 (1)

Edges: Command, Combat Reflexes Hindrances: Loyal

Gear: Duraweave Suit (+1, Heavy Armor), Tactical Helmet (+4, Heavy Armor), Stun Wand (Vigor roll or paralyzed for 2d6 rounds), Light MG (Range 24/48/ 96, Damage 2d8, ROF 3, AP 2, Three round burst), two grenades (Range 5/10/20, Damage 3d6, Medium burst template).




V’sori

Listed are stat blocks for a number of ranks of V’sori military personnel operating on Earth. An individual V'sori officer’s capabilities can vary widely, but generally speaking, the more powerful a V'sori is, the higher rank he has attained in the military.

V`sori have the same Aquatic and Telepathy racial abilities as their Atlantean cousins. Additionally, most V`sori possess Psionic Mastery, an ability that allows them to perform a number of psionic-based superpowers. What follows are typical stats for V’sori officers and soldiers, ranging from the high level V’sori War- Masters down to the low level V’sori Solos.




V'sori Battle-Master

Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8

Skills: Fighting d10, Guts d10, Intimidation d8, Knowledge (V'sori Politics) d6, Notice d8, Persuasion d8, Shooting d10, Stealth d8, Swim d10, Taunt d8

Charisma: -2; Pace: 6; Parry: 7; Toughness: 10 (4)

Special Abilities: Aquatic: Pace 10, Low-Light Vision, Psi-Projection

Edges: Combat Reflexes, Level Headed, First Strike, Combat Sense

Hindrances: Mean, Heartless

Gear: Personal Combat Armor (+4, Heavy Armor), Blaster Pistol (Range 15/30/60, Damage 3d6, AP 4, Double Tap), Vibro-Sword (Str+4, AP 2, Heavy Weapon).

Super Powers:

• Attack, Ranged: 12/24/48, Damage 2d6, AP 4, Cone Template. (Mind Blast).

• Stun: Large Burst Template, Smarts roll or be Shaken. (Synaptic Shock).




V'sori Shocklord

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d10

Skills: Fighting d12, Guts d10, Intimidation d8, Investigation d8, Knowledge (V'sori Politics) d10, Notice d8, Persuasion d6, Shooting d8, Swim d10, Taunt d8

Charisma: -2; Pace: 6; Parry: 8; Toughness: 11 (4)

Edges: Combat Reflexes, Command, Inspire, Natural Leader

Hindrances: Mean, Heartless

Gear: Personal Combat Armor (+4, Heavy Armor), Blaster Pistol (Range 15/30/60, Damage 3d6, AP 4, Double Tap), Vibro-Sword (Str+4, AP 2, Heavy Weapon).

Special Abilities: Aquatic, Low-Light Vision, Telepathy.

Super Powers:

• Attack, Ranged: 12/24/48, Damage 3d6, AP 6, Cone Template. (Mind Blast).

• Stun: Large Burst Template, Smarts roll at -2 or be Shaken. (Synaptic Shock).

• Telekinesis: Range 24, Strength d12+2.




V'sori Solo


Attributes: Agility d8, Smarts d8, Spirit d10, Strength d6, Vigor d8

Skills: Fighting d8, Intimidate d8, Notice d6, Persuasion d8, Shooting d8, Taunt d6

Charisma: -2; Pace: 6; Parry: 6; Toughness: 10 (4)

Edges: Combat Reflexes


Hindrances: Mean, Heartless, Quirk (hates that Solos are treated as inferior by other V’sori).

Gear: Personal Combat Armor (+4, Heavy Armor), Blaster Pistol (Range 15/30/60, Damage 3d6, AP 4, Double Tap), Vibro-Sword (Str+4, AP 2, Heavy Weapon), interrogation implements.


Special Abilities: Aquatic, Low-Light Vision, Telepathy.

Super Powers:

• Mind Control: Opposed Smarts roll, Mind Wipe, More Minds (x4).



V'sori Warlord

Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d8

Skills: Fighting d10, Guts d10, Intimidation d8, Knowledge (V'sori Politics) d8, Notice d8, Persuasion d8, Shooting d10, Swim d10, Taunt d8

Charisma: -2; Pace: 6; Parry: 7; Toughness: 10 (4)

Edges: Combat Reflexes, Command, Inspire, Natural Leader

Hindrances: Mean, Heartless

Gear: Personal Combat Armor (+4, Heavy Armor), Blaster Pistol (Range 15/30/60, Damage 3d6, AP 4, Double Tap), Vibro-Sword (Str+4, AP 2, Heavy Weapon).

Special Abilities: Aquatic, Low-Light Vision Telepathy.

Super Powers:

• Attack, Ranged: Damage 3d6, AP 4, Cone Template. (Mind Blast).

• Stun: Large Burst Template, Smarts roll at -2 or be Shaken. (Synaptic Shock).




V'sori War-Master

Attributes: Agility d10, Smarts d10, Spirit d8, Strength d8, Vigor d10

Skills: Fighting d12, Guts d10, Intimidation d8, Investigation d8, Knowledge (V'sori Politics) d12, Notice d10, Persuasion d6, Shooting d8, Swim d10

Charisma: -2; Pace: 6; Parry: 8; Toughness: 11 (4)

Edges: Combat Reflexes, Command, Inspire, Natural Leader

Hindrances: Mean, Heartless

Gear: Personal Combat Armor (+4, Heavy Armor), Blaster Pistol (Range 15/30/60, Damage 3d6, AP 4, Double Tap), Vibro-Sword (Str+4, AP 2, Heavy Weapon).

Special Abilities: Aquatic, Low-Light Vision, Telepathy.



NECESSARY EVIL in FREEDOM CITY