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= CHAPTER EIGHT - OPPONENTS = The following are some Minions that heroes might face in an adventure. Wild Cards should be rare in most cases so keep that in mind. Of course this is Shadowrun... the heroes are going to run into Exceptional opponents maybe more in a standard Savage World game. == NPC MINIONS == Note that the following have no Meta-Variant type applied to them. Add those features to their totals for special members. <u>'''GANGER'''</u></br> A low end thug or street muscle, These can range from protectors of their community to hard core criminals who would rob their own grandmothers without much thought. Now they are not always hostile and can also gain some pretty good intel from on locate issues etc.</br> ATTRIBUTES: Agility d6, Smarts d6, Spirits d6, Strength d8, Vigor d6</br> Pace 6, Parry 5, Toughtness 7 (2)</br> SKILLS: Athletics d6, Common Knowledge d4, Fighting d6, Intimidate d6, Notice d6, Persuasion d6, Shooting d6, Stealth d6</br> EDGES: --</br> [[File:SR.GangerFemale.jpg | 200px | left]] HINDRANCES: Greedy (Minor), Loyal (Minor), Mean (Minor), Stubborn (Minor)</br> Gear: Reinforced Syn-Leahter Jacket (AP2, Wt 4; Torso, Arms), Synthetic Leather Pants (AP1, Wt 2; Legs), plus one or more of the following...</br> : *Knife (Damage Str+d4, Wt 1) : *Metal Baseball Bat (counts as a mace) (Damage Str+d6, Wt 4) : *Streetline Special (Range 12/24/48, Damage 2d4, AP1, ROF1, Ammo 6, Wt 2) with two extra clips of ammo : *Colt Anerica L36 (Range 12/24/48, Damage 2d6, AP1, ROF1, Ammon 15, Wt 3) with two extra clips of ammo : *Ceska Black Scorpion (Range 12/24/48, Damage 2d6+1, AP1, ROF3, Ammo 20, Wt. 3) with extra ammo clips : *Remington Roomsweeper (Range 6/12/24, Damage 1-3d6, AP0, ROF1, Ammo 5, Wt 6; ½H) with 10 extra shot shells OPTIONS</br> '''''GO-GANGERS''''': These motorcycle gangs have far greater territory and hence are stronger then normal gangs because of it.</br> add '''Skill''': Drive d6</br> extra Gear: add a '''Suzuki Mirage''': Light - Size 1, Handling +2, Top Speed 90mph, Toughness 9 (2), Crew 1+1, Mods (+0): Exposed Crew</br> '''''MATRIX GANGS''''':</br> '''''WIZ KID GANGS''''': These are go-gangs that are made up mostly of mages and trill seeking wizards. They are rare but extreme dangerous as they are also so arrogant.</br> bump '''Smarts''' to a d8 and add '''Skills''' - Drive d6, Occultism d6, Spellcasting d8. Also add Arcane Background (Mage)</br> '''Power Points''': 10, '''Powers''': ''bolt, blast, boost/lower traits''</br> extra Gear: add the '''Suzuki Mirage''' (under Go Gangers)</br> <u>'''SECURITY GUARD'''</u> or <u>'''CORPORATE COP'''</u></br> Your typical corporate security personal or typical street cop. Most corporate security are not armed for lethal force unless the corp is an extra territorial entity. In such cases they might carry a light firearm but only in area out of the public eye. Cops are almost always armed with at least a Manhunter pistol.Some are honest and truly believe in the laws while others are bullies and corrupt as heck. Corruption might be tolerated so long as the property of the corp is protected and safe.</br> [[File:SR.D5.cop.jpg | 200px | right]] ATTRIBUTES: Agility d6, Smarts d6, Spirits d6, Strength d6, Vigor d6</br> Pace 6, Parry 5, Toughtness 9 (4*)</br> SKILLS: Athletics d6, Drive d6, Common Knowledge d6, Fighting d6, Intimidate d6, Notice d6, Persuasion d6, Shooting d6, Stealth d6</br> EDGES: --</br> HINDRANCES: Loyal (Minor), Obligation (Major)</br> Gear: Armored Jacket (AP4/-4 vs. ballistic, Wt 13; Torso, Arms), Kevlar Helm (AP2/-4 ballistic, Wt 2; Head) plus one or more of the following...</br> : *Baton, Collapsible (Damage Str+d6, Wt 3) -- : *Stun Baton (Stunned Vigor -2, Wt 3; Touch) : *Yamaha Pulser (Range 4/8/12, Stunned Vigor-2, ROF1, Ammo 4, Wt 2) : *Colt Manhunter (Range 12/24/48, Damage 2d6+2, AP2, ROF1, Ammo 18, Wt 3; Laser) with two extra clips : *Ares Thunderbolt (Range 12/24/48, Damage 2d8, AP2, ROF1, Ammo 12, Wt 5; ½H, 3RB, laser) with two extra clips : *HK MP-5 TX (Range 15/30/60, Damage 2d6+1, AP1, ROF2, Ammo 24, Wt 4; 3RB, laser) with two extra clips : *Remington 990 (Range 12/24/48, Damage 1-3d6, AP0, ROF1, Ammo 8, Wt 9, 2H) with 16 extra rounds OPTIONS</br> '''''DETECTIVE''''': With more training and special powers in their feild, these cops are dispatched to crime scense to solve crimes not just patrol.</br> bump '''Smarts''' to a d8 and add/bump '''Skills''' - Notice d8, Persuasion d8, Research d8</br> Add '''Edge''': Investigator</br> '''''MAGE COP''''': awakened security and often dispatched to crimes that involved magic (as part of either SWAT or the investigation team)</br> bump '''Smarts''' to d8 and add '''Skills''' - Occult d8, Spellcastin d8 add '''Edge''': Arcane Background (Mage) and New Powers</br> '''Power Points''': 10; '''Powers''': ''deflection, detect/conceal powers, empathy, read odject, summon elemental'' <u>'''PARA-MILITARY SOLDIERS'''</u></br> A cut above normal security or police, these elite troopers are fairly well trained, brave, professional and loyal. They are used sparely as they are also expensive to maintain.</br> [[File:SR5.D5.swat.jpg | 250px | left]] ATTRIBUTES: Agility d8, Smarts d6, Spirits d8, Strength d8, Vigor d8</br> Pace 6, Parry 6, Toughtness 10 (4*)</br> SKILLS: Athletics d8, Battle d4, Drive d6, Common Knowledge d6, Fighting d8, Intimidate d6, Notice d8, Persuasion d6, Shooting d8, Stealth d8</br> EDGES:Combat Reflexes, Marksman</br> HINDRANCES: Loyal (Minor), Obligation (Major), Stubborn (Minor)</br> Gear: Light Security Armor (AP4*/-4 ballastic damage, Wt 16; Full Body) plus one more of the following... : *Sword (Damage Str+d8, Wt 3) : *Ares Predator (Range 15/30/60, Damage 2d8+1, AP2, ROF1, Ammo 15, Wt 4; Smart) with two extra clips : *HK-227S SMG (Range 18/36/72, Damage 2d8, AP2, ROF3, Ammo 36, Wt 6; ½H, 3RB, smart, silent) with two extra clips : *AR-15a Assault Rifle (Damage 24/48/96, Damge 2d8, AP2, ROF3, Ammo 30, Wt 10; 2H, 3RB, smart) with two extra clips : * Ranger Arms SM-4 Sniper Rifle (Range 50/100/200, Damage 2d10, AP2, ROF1, Shots 15 Wt 12; 2H, scope, smart, snapshot) with two extra clips : *Mossberg AM-CMDT Conbat Shotgun (Range 12/24/48, Range 1-3d6, AP0, ROF3, Ammo 24, Wt 18; 2H, 3RB, smart) with two extra clips : *Stun Grenade (Area LBT, Wt 1; Targets must make a Vigor roll (at –2 with a raise) or be Stunned)</br> OPTIONS</br> '''''PARA-MILITARY MAGE''''': In the Sixith World having a mage on the team can be a matter of life or death for the military. This spellslingers are highly trained and motivated.</br> bump '''Smarts''' to d10 and add '''Skills''' Occult d6, Spellcasting d10</br> add '''Edges''' Arcane Background (Magic), Channeling, New Powers, Power Points</br> Power Points: 15; Powers: ''detect/conceal arcana, bolt, boost/lower trai, blast, deflect'' == PARACRITTERS == NEW SPECIAL ABILITIES</br> '''Dual-Natured''': many paracritters are naturally Dual-Natured, which means that they can see into Astral Space and the normal world at the same and without distraction. Dual-Natured creatures can see Astral Projecting being and also ignore Disguise, Illusion and Invisibility like Powers can they see through the magic and the creature as they are reflected in Astral Space. <u>'''HELLHOUND'''</u></br> [[File:SR.Hellounds.jpg | 300px | right]] '''ATTRIBUTES''': Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8</br> '''SKILLS''': Athletics d8, Fighting d8, Notice d8, Stealth d10, Survival d8</br> '''Pace''' 10. '''Parry''' 6, '''Toughness''' 8 (2)</br> '''EDGES''': Quick</br> '''Special Abilities''':</br> '''* Bite''': Str+d6 +2d4 fire damage.</br> '''* Breath Weapon (Fire)''': Cone Template, 2d8 damage.</br> '''* Dual-Natured'''</br> '''* Environmental Weakness''': Cold.</br> '''* IR and Low-Light Vision''': no penalties for Dim or Dark and half to total darkness</br> '''* Immunity''': Fire.</br> '''* Pack Tactics''': The creature adds any Gang Up bonus to its Fighting damage rolls.</br> '''* Speed''': d10 running die.</br> '''* Thick hide''': AP +2</br> The Hellhound (Canis tartari) resembles a large, coal-black dog with red-rimmed eyes. They tend to hunt in packs and, although they have been documented at bringing down creatures as large as bears, metahuman attacks seem to be rare. The creature prefers its food to be well 'cooked'. The creature can 'breath' a gout of fire and their bite deals fire damage in addition to the powerful bite itself. [[File:SR. Bargiest.jpg | 300px | left]] <u>'''BARGHEST'''</u></br> '''ATTRIBUTES''': Agility d8, Smarts d8 (A), Spirits d8, Strength d10, Vigor d10</br> '''Pace''' 6, '''Parry''' 6, '''Toughness''' 11 (3)</br> '''SKILLS''': Athletics d8, Fighting d8, Notice d8, Stealth d10, Survival d8</br> '''Special Abilities'''</br> '''* Armored Hide''': AP +3 </br> '''* Big''': Size +1</br> '''* Bite''': Str+d8 AP2</br> '''* Dual-Natured'''</br> '''* Go for the throat''': If a barghest get a raise with an Attack test it hits a location with the leeast amount of armor protection.</br> '''* IR Vision''': barghest halve all illumination penalties.</br> '''* Nocturnal''': barghest suffer a -1 penalty to trait and skill test during the day light hours.</br> '''* Paralyzing Howl''': characters whom hear the howl might make a Spirits -2 check vs. Fear (SWADE pg. 126). If the check is fail the tartet must make a seperate Smarts -2 check or be Stunned. On the following round can make a new Smart test at -2, to recover. Failure the target remain Stunned.</br> The Barghest is a large Awakened canine (one of several Awakened canine species) found in the northern regions of North America, Asia and Europe. Distinctive features include sharply pointed ears, a protruding spine, glowing eyes and teeth. They often resemble oversized mastiffs, with short fur and either pure white or pure black color. Its eyes and teeth seem to glow due to a certain luminescent bacteria that resides in is mucous membranes. Barghests are nocturnal pack animals, frequently travelling in groups of a dozen or more, who herd their prey (usually large mammals) by howling. During breeding season, it tends to hunt alone or in a breeding pair. A barghest howl can induce fear and, in some cases, a catatonic state in its victim. [[File:SR manticore.jpg | 350px | right]] <u>'''MANTICORE'''</u></br> '''ATTRIBUTES''': Agility d6, Smarts d6 (A), Spirits d8, Strength d12+1, Vigor d10</br> '''Pace''' 8, '''Parry''' 5, '''Toughness''' 12 (2)</br> '''SKILLS''': Athletics d8, Fighting d6, Notice d6, Shooting d8, Stealth d6</br> '''EDGE''': Franzy (Imp)</br> '''Special Abilities'''</br> '''* Big''': Size +3</br> '''* Bite''': Str+d10, AP 2</br> '''* Claws''': Str+d8</br> '''* Dual-Natured'''</br> '''* Low-Light Vision''': no penalty for Dim and Dark illumination.</br> '''* Poisous Spike Tail''': base damage Str+d10, AP2, Reach 2, plus if target suffers at least a Shaken result it must make an immediate Vigor -2 check. Failure and the victim is Incapacitated for 2d6 minutes, or twice that with a Critical Failure.</br> These spikes can also be shot out by the manticore with a Range of 5/10/20, ROF1, and using the shooting skill.</br> '''* Resilent''': the manticore is tougher thenmost beasts and can take one Wound.</br> '''* Thick Hide''': AP +2</br> '''* Winged Flight''': base Pace 10, run die d10</br> The marticore (Martichoras hastae) resembles the same creatures of myth. It has a leonine body that grows to a length of 3 meters and weigt around 400 kg. It has a leonine body with long tawny fur and a wide mouth with multiple rows of teeth, similar to a shark. From the tip of its tail are a bunch of spines, similar to a porcupine, except that these barbed spines are venomous. They sport two bat like wings and while it should be impossible for such a large creature to fly as with dragons and other paracritters it can due to their natural magic like Powers. They are most commonly found around the Meditrainian and Black Sea regions of Europe and the northern mountainous regions of India and Pakastan.
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