NPCs for Fire and Ice

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Random Wilderness Bandits

Janx Glengarry

Appears in: Fire and Ice: Chapter 4: Jericho City Encounters
Strengths:
Weaknesses:
Description: Until a few months ago, Janx Glengarry was an honest employee of a farm machinery company in Enkidu. When the company moved offworld to take advantage of cheaper labor, Janx and his co-workers were left out in the cold. So, he turned to the only other thing an accountant knows how to do: highway robbery! Things went poorly until he befriended a feeble-minded Ram he met in the swamp. Now, he and his gang run a successful "toll-booth" operation, and they're at least making enough to survive...

Race Gender Height Weight SC BP IM Sighting Mod. TOTAL XP
Orion Rogue M - - - 8 -4 +15 11,000


STR MD IQ AGL CON AGR INT CHA TK ML Per Bar
41 71 61 79 61 51 81 81 - - - -


Skill Level UPS
Beam 5 BW
Alertness 3 -
Stealth 6 114
Concealment 5 115
Bribery 4 110
Persuasion 5 +20
Archaic Hand (sword) 3 BW
Accounting BW 3


Weapon UAN MN SS ROF Q Dam P D Other
MC-6 Laser 94/91/83/76/56/31/06 94 90 2 10 3-12 - - NA
Broad Sword 83 - 85 1/2 - 3-9 54 15 NA


Armor THR AI AR ELE EMP FIR CLD CRT Other
Street 2 4 10/10/10/10 10/10/10/10 20 20 40 40 - NA


Equipment: Wide-Angle Binoculars; Vibro-Rod; Ear Transceiver; COH: 100-600cr



Donk

Appears in: Fire and Ice: Chapter 4: Jericho City Encounters
Strengths:
Weaknesses:
Description: A long time ago (maybe last month), you were scraping out a living in the swamps. There were plenty of snakes to eat and gators to wrestle. You even had your own tree to sleep in. But you wanted something more. Then you met Janx. Janx is your friend. He gives you food and shiny things, and all he asks you to do is move trees and sometimes beat people up. You like beating people up!

Race Gender Height Weight SC BP IM Sighting Mod. TOTAL XP
Ram Python M - - - 59 -2 -50 8,000


STR MD IQ AGL CON AGR INT CHA TK ML Per Bar
141 41 31 95 131 91 41 41 - - - -


Skill Level UPS
Body Points 6 -
Climbing 2 78
Hand to Hand 6 BW
Stealth 6 118
Camouflage 5 75
Set Traps 3 80
Archaic Hand (Naj) 6 BW
Archaic Hand (Ioken) 3 BW


Weapon UAN MN SS ROF Q Dam P D Other
Ioken 82/67/37/07 98 50 3/12 3 2-12 - - NA
Naj 114 - 30 1/4 - 11-26 (3d8+8) - - NA


Armor THR AI AR ELE EMP FIR CLD CRT Other
Leather 1 5/5/5/5 2/2/0/0 5 5 40 40 - NA


Equipment: Scrim Net; 20m Flex Rope; COH: 10-40cr



Fire and Ice Bandits

Description: There are three other brigands in Glengarry's gang. They are just thugs who do the dirty work for a share of the booty. They all fear Donk, and obey Janx because of Donk's utter loyalty to him.

Race SC BP IM STR MD IQ AGL CON AGR INT CHA XP
Gen-Human - 8 -1 61 71 41 79 71 81 41 51 0


Unit Members' Skills Level UPS
Archaic Powder 3 BW
Stealth 3 84
Camouflage 3 80
Det. Concealment 3 80
Scouting 3 80
Sighting 3 +12
Bribery 4 110
Archaic Hand (sword) 3 BW


Unit's weapons UAN MN SS ROF Q Dam P D Other
#1: FN-FAL 93/88/78/58/33/18/03/-17 97 100 3 20 3-12 - - NA
Broad Sword 83 - 85 1/2 - 4-10 54 15 NA

Unit wears Street 2 armor; THR: 4

Head Torso L.Arm R.Arm Abdomen L.Leg R.Leg
AI - 8 4 4 8 8 8
AR - 8 4 4 8 8 8

Unit's Equipment: Binoculars; Ear Transceiver; Scrim Net; COH: 20-160cr




The Free Americans

"Colonel" Vernon Weaver Leader of the Free Americans Movement

Appears in: Fire and Ice: Chapter 5: The Free Americans and The Firing Range
Strengths: Charismatic
Weaknesses: Xenophobic; Human Supremacist; Paranoid; Fears the Alliance in hunting him down.
Description: "Vernon Weaver" (not his given name), is the leader of the militia movement known as the "Free Americans". A self-styled Colonel, Weaver actually never made it past the rank of Sergeant. During his formative years, he studied a great deal of 20th Century American history. He was fascinated by those brave souls who still held to the revolutionary ideals of the Founding Fathers. He is a human supremacist, and could not stand serving alongside all of those aliens. Weaver went AWOL and fled to Xensera with his friend, Randy Howell. Here the charismatic Gen-Human enlisted like-minded Gen-Humans to serve in his private army. The cult of the Free Americans is small, keeping mostly to themselves in their private wilderness compound. Like many Gen-Humans, Weaver is mentally ill. He is completely paranoid, absolutely fanatical, and totally xenophobic. He fears that the Alliance is hunting him down, and has chosen to die in the cause of freedom. His fondest hope is to deliver a crushing blow to the oppressive Alliance some day. If he wasn't such a joke, the Rebels might be interested in him.

NOTABLE STATEMENTS:
Whether you realize it or not, whether you admit it or not, you're a puppet -a tool of The Man.
The Alliance is an oppressive fascist oligarchy cleverly disguised as a republic. The Alliance
President is a figurehead - the damn aliens hold all of the real power.

Race Gender Height Weight SC BP IM Sighting Mod. TOTAL XP
Gen-Human M - - 5 13 0 +17 41,000


STR MD IQ AGL CON AGR INT CHA TK ML Per Bar
61 71 71 55 71 74 61 101 75 99 80 63


Chem Rad Bio Mental Poison Sonic Elec Fire Acid Cold
23 21 21 55 23 31 46 26 26 48


Skill Level UPS
Hand to Hand 3 BW
Archaic Powder 3 BW
Sign Language 3 90
General Knowledge 3 -
Hand Radio 3 90
Camouflage 3 90
Concealment 3 90
Det. Concealment 4 100
Infiltration 3 90
Mil. Leadership 2 -
Intelligence 2 80
Land Navigation 5 110
Scouting 3 85
Sighting 3 -
Survival (deciduous) 3 85
Throwing 3 -
Tracking 3 85
Persuasion 3 -
Automobile 3 85


Weapon UAN MN SS ROF Q Dam P D Other
IMI Eagle 88/78/71/48/23/-17 99 100 2 10 2-8 - - NA
Steyr AUG 95/83/79/64/43/18/-02 100 96 4 30 3-12 - - NA
Dagger 62 - 100 2 - 3-6 14 15 NA
Grenades 95/85/65/45/35/25 - - - - Variable - - M-85 (3), M-80 Smoke (2)


Armor THR AI AR ELE EMP FIR CLD CRT Other
AKMB 4 150 40/40/30/40 10/10/10/10 30 60 60 - NA

Equipment: Grenades: M-80 Smoke (2), M-85 (3); Binoculars; Goggles (Ultra-Violet); Poncho; GM-4 Gas Mask; Compass (magnetic); Water Purification Tablets; Scrim Net; Swiss Army Knife; Protein Tablets; Web Gear; Ear Transceiver;




Randy Howell "Colonel" Weaver's Lieutenant

Appears in: Fire and Ice: Chapter 5: The Free Americans and The Firing Range
Strengths: A Walking Arsenal
Weaknesses: Not a Ram Python
Description: "Randy Howell" (also not his given name) is the closest thing to a friend Vernon Weaver has ever had. Howell was a corporal in Weaver's platoon before they both went AWOL. Randy idolizes his friend and obeys him unquestioningly. Weaver has appointed Howell as his second-in-command, and the others follow out of awe, as well as intimidation. Howell is the Free Americans' heavy weapons and demolition specialist. He is the human analog of a Ram Python. He can fight to -4 BP before losing consciousness, and his Death's Door is -19! Loud noises and lots of explosion and destruction fascinate Howell - his choice of weaponry proves it. Of all the Free Americans, this man is the most dangerous. He is a walking arsenal!

NOTABLE STATEMENTS:
Don't make me angry, you wouldn't like me when I'm angry...
This is a simple malfunction. Haven't you ever heard of "immediate action"?
The colonel gave you an assignment. I'm here to make sure it's carried out.

Race Gender Height Weight SC BP IM Sighting Mod. TOTAL XP
Gen-Human M - - 6 28 -3 +05 53,000


STR MD IQ AGL CON AGR INT CHA TK ML Per Bar
111 71 41 79 111 83 51 31 21 49 34 29


Chem Rad Bio Mental Poison Sonic Elec Fire Acid Cold
37 35 35 50 37 45 60 40 40 58


Skill Level UPS
Alertness 2 -
Body Points 3 -
Hand to Hand 3 BW
Sign Language 2 70
Hand Radio 2 70
Automotive Mechanic 3 85
Demolitions 3 80
Set Traps 3 85
Survival (deciduous) 3 80
Throwing 3 -
Archaic Powder 3 BW
Direct Fire 3 BW
Repair Archaic Powder 7 125
Archaic Powder Gunnery 3 BW


Weapon UAN MN SS ROF Q Dam P D Other
Century Model 500 70/58/51/44/33/18/-02 99 100 1 5 4-22 - - NA
Barrett 82 108/101/105/61/53/28/08 97 100 1 11+1 4-24 - - NA
Bulwark 111/63/53/28 (shot); 98/73/58/33/08 (slug) 100 80 4 12 4-16/4-10 - - NA
MG3 104/86/72/60/46/32/14/02 100 100 16 250 3-12 - - NA
Turbo Plus 93/91/78/38/08/-37 98 98 2 12 2-5/2-9 - - NA
LAW (2) 96/73/53/23/13 95 95 1 1 10-80 - - NA
Dagger 68 - 100 2 - 3-6 14 15 NA
Grenades 110/100/80/60/50/40/30/20/10/00/-10 - - - - Variable - - M-85 (3), M-80 Smoke (2)


Armor THR AI AR ELE EMP FIR CLD CRT Other
Welch 4 50/50/25/50 8/8/6/8 45 45 60 60 - NA


Equipment: Grenades: M-80 Smoke Grenades (2); Goggles( Ultra-Violet); Poncho; GM-4 Gas Mask; Compass (magnetic; Scrim Net; Swiss Army Knife; Water Purification Tablets; Protein Tablets; Web Gear; Ear Transceiver; Satchel; Radio; Detonator; 8 putties; C-4




The Free Americans Gang, Followers of Colonel Vernon Weaver

Description: These six men and four women are the fanatical followers of Vernon Weaver's "Free Americans" cult. They have been thoroughly indoctrinated by Weaver, and obey him without question. All of them are Gen-Humans who joined the movement because they feel there is no place for them in "normal" society. As such, they were easy marks for Weaver's hate-filled, isolationist rhetoric. Deep down, most of them are uncertain about their place in the movement, and they doubt that this is the only way for them. However, they feel helpless, and can find no other way on their own. They fear Colonel Weaver, but fear Howell more. They will fight if attacked, but most of them do not feel the movement is honestly worth their lives.

NOTABLE STATEMENTS:
I agree with what the Colonel said about the Alliance being some kind of neo-crypto-fascist dictatorship. Damn aliens are running the whole show. I much prefer our anarcho-syndicalist commune.
If you're not one of us, you must be one of them...
I hear the aliens that are holding the puppet strings of the Alliance got some kind of mind-control ray on the so-called "defense satellites" in orbit. Good thing we've got this camo net over our heads...


Race SC BP IM STR MD IQ AGL CON AGR INT CHA XP
Gen-Human 4 7 0 61 71 51 55 61 69 51 41 17,000


Chem Rad Bio Mental Poison Sonic Elec Fire Acid Cold
21 19 19 50 21 29 44 24 24 46


Unit Members' Skills Level UPS
Hand to Hand 3 BW
Sign Language 2 70
Hand Radio 2 70
Camouflage 3 80
Concealment 3 80
Det. Concealment 4 90
Infiltration 3 80
Stealth 3 80
Basic Medical 3 80
Land Navigation 3 80
Sighting 3 +12
Survival (deciduous) 3 80
Throwing 3 -
Archaic Powder 3 BW


Unit's weapons UAN MN SS ROF Q Dam P D Other
FN-FAL 92/87/77/57/32/17/02/-18 97 100 3 20 3-12 - - NA
Colt Anaconda 77/67/47/32/22/-08 100 100 1 13+1 4-10 - - NA
Dagger 62 - 100 2 - 3-6 14 15 NA
Grenades 95/85/65/45/35/25 - - - - Variable - - M-85 (3); M80 Smoke

Unit wears AKMB armor THR: 4

Head Torso L.Arm R.Arm Abdomen L.Leg R.Leg
AI 30 30 10 10 20 20 20
AR 10 10 5 5 10 5 5

Unit's Equipment: Grenade: M-80 Smoke; Poncho; GM-4 Gas Mask; Scrim Net; Compass (magnetic); Swiss Army Knife; Water Purification Tablets; Protein Tablets; Web Gear; Ear Transceiver;




Able Corporation Employees

Able Technician

Appears in: Fire and Ice: Chapter 7: The Big Enchilada
Strengths:
Weaknesses:
Description: Able Corporation Employees, also known as easy cannon fodder.

Race Gender Height Weight SC BP IM Sighting Mod. TOTAL XP
Human M/F - - - 5 0 +10 0


STR MD IQ AGL CON AGR INT CHA TK ML Per Bar
41 81 91 47 41 35 71 41 - - - -


Skill Level UPS
Com. Operations (Human) 5 120
Computer Programming (Human) 5 120
Physics 2 90
Repair (by area) 2 90
(By Area) 5 120

NOTE: By area means, for example, the Comm Techs will have Basic Radio Repair and Base Station Radio, while the Weapons Techs would have Repair Chemical (or Pulse) Weapon and Engineering (Mechanical or Electrical).

Equipment: Technician Passcard Tool kit; Portable Lab; Other equipment as appropriate to position; COH: 10-100 cr

Able Security Guard

Appears in: Fire and Ice: Chapter 7: The Big Enchilada
Strengths:
Weaknesses:
Description: Able Corporation Employees. Two security guards are on patrol at all times, and two others man the main security complex.

Race Gender Height Weight SC BP IM Sighting Mod. TOTAL XP
Human M/F - - - 8 -3 +20 10,000


STR MD IQ AGL CON AGR INT CHA TK ML Per Bar
61 71 51 79 61 51 51 41 - - - -


Skill Level UPS
Beam 5 BW
Archaic Hand (short sword) 3 BW
Archaic Powder 3 BW
Alertness 2 -
Det. Concealment 5 100
Sighting 5 -
Hand Radio 3 80
Basic Med. 2 70
Operate Security 5 90
Scouting 5 90
Interrogation 2 70


Weapon UAN MN SS ROF Q Dam P D Other
PK-91 120/84/26/11 98 75 1 10 2-8 - - NA
BS-2 99/89/81/66/41 98 85 2 10 2-7 - - NA


Armor THR AI AR ELE EMP FIR CLD CRT Other
AKMB 4 30/30/20/40 12/12/6/10 40 30 60 60 - NA
AKMH 7 8 6 15 35 50 55 - NA

Equipment: Handcuffs (2 pair); Web Gear; Fire Extinguisher; Whistle; Security Passcard;


Alshaya, Doctor of the Body

Appears in: Fire and Ice: Chapter 7: The Big Enchilada
Strengths:
Weaknesses:
Description:

Race Gender Height Weight SC BP IM Sighting Mod. TOTAL XP
Zen Rigeln F - - - 9 0 +10 60,000


STR MD IQ AGL CON AGR INT CHA TK ML Per Bar
41 91 111 47 61 01 61 111 - - - -


Skill Level UPS
Basic Med. 7 140
Paramedic 4 105
Surgery 5 115
Biology 3 110
Chemical Attack 3 110
Disease Diagnosis 3 110
Disease Control 3 110
Infections 3 110
Poisons 3 110


Title Robe PP
Of The Body Magenta 16


Power Bracket Power Bracket
Awaken 1 Poison Removal 2
Blood Stoppage 1 Sterilize 2
Chemical Redox 1 Cure Disease 3
Clarity 1 Death's Door 3
White Count 1 Mend Bones (Skull) 3
Burns 2 Heal 4
Internal Bleeding 2 - -
Mend Bones (Compound) 2 - -
Need 2 - -


Armor: Streetclothes Dieta: AR: 80 (10 goes to the hood)


Doctor Schott

Appears in: Fire and Ice: Chapter 7: The Big Enchilada
Strengths: Brilliang
Weaknesses: Paranoid Loner; Arrogant; Egomaniacal; Prone to Emotional Outbursts
Description: Doctor Wolfgang Schott is a Gen-Human Spy Model. He stands 6' tall and weighs 230 pounds. He appears to be in his early 30s. He wears his long, black hair in a ponytail. His typical mode of dress is a lab coat worn over a Skinsuit.

THE OFFICIAL LINE
Doctor Schott is a brilliant scientist who suffers from a marked lack of morals. He is so devoted to developing new weapons that he has lost touch with his 'human' side. He is a paranoid loner who would rather work with machines than people. He sees no reason why a new weapon shouldn't be tested on a live target such as an intruder or an insubordinate staff member. Because Dr. Schott is uncomfortable with his emotions and wishes not to show weakness, he uses his anger as a defensive mechanism. He also tends to have an overdeveloped sense of his own abilities. This makes him arrogant and egomaniacal. This behavior is due in part to his isolated upbringing and intensive technical education, but a fair share of it is simply because of the tendency of Gen-Humans towards derangement. Most of his staff finds him difficult to work with, and fear his emotional outbursts. However, most of them endure it because of his reclusive nature and the prestige that comes with being a member of his development team.

ROLE-PLAYING NOTES:
Nobody comprehends you. No one can grasp the theories you conceive. Screw 'em. Human minds are imperfect and unpredictable. At least computers are dependable, and perform their assigned functions unquestioningly. Nobody can code like you do. Your kung fu is the best! And where weapons design is concerned, let the Shattergun speak for itself. Some may call you a bastard, but those people are usually the ones who have been castigated for failure. Their judgment is biased. If people would only take the time to master the material and do things properly the first time, everything would go so smoothly. Until then, you'd rather keep to yourself. If you want a job done right, you know who has to do it. People make you so irate. You would eradicate every unproductive individual if only you were granted the impunity to do so. They should know better than to exacerbate your wrath. All you require is justification. As soon as Project Frostfire is concluded, all of this will be worthwhile. People will venerate you. Your associates will acclaim you. Everything will be all right...


Race Gender Height Weight SC BP IM Sighting Mod. TOTAL XP
Gen-Human M - - 6 10 0 +30 130,000


STR MD IQ AGL CON AGR INT CHA TK ML Per Bar
61 71 111 55 51 72 101 41 37 76 61 56


Chem Rad Bio Mental Poison Sonic Elec Fire Acid Cold
19 17 17 75 19 27 42 22 22 44


Skill Level UPS
Alien Technologies 3 110
Comp. Operations (Human) 5 130
Comp. Programming (Human) 5 130
Comp. Repair 3 85
Electrical Engineering 3 110
Mechanical Engineering 3 110
Speed Reading 3 110
Physics 2 100
High-Tech Wpn. Design 5 130
Chemical Weapons 2 BW
Repair Chemical Weapons 7 125
Pulse 2 BW
Repair Pulse 2 75


Weapon UAN MN SS ROF Q Dam P D Other
Able Frostfire 85/57/29/01 90 90 1/3 1 4-16 - - NA
Sizzler 114/104/59/19 99 100 1 10 2-12 - - NA


Armor: Street Clothes Heavy Skinsuit: AR: 60; Armor Options: Cover Personal Defense Shield: AR: 20

Equipment: Frostfire Cartridges (6); Psychic Shield; Body Computer; Mood Discriminator;




Bytch Squad

Salash-Ideth, Budaish Thralek (Bytch Squad Leader)

Appears in: Fire and Ice: Chapter 8: The Moment of Truth
Strengths: Genetic Perfection, Bloodthirsty
Weaknesses: Bloodthirsty
Description: Salash-Ideth is the leader of the all-female Rebel spy team known as "The Bytch Squad", and is the team's close-combat specialist. She is an example of genetic perfection and is almost impossible to kill (Death's Door of -31!). Salash attended the famed School of Swintash and graduated at the top of her class. Her rapid ascent to the rank of Budaish Thralek impressed her mentor, who presented her with an exceptionally balanced sword for her achievements. Like most members of her team, Salash is not above using her "feminine wiles" to get the job done. She is the most bloodthirsty member, and it is believed she joined the Rebels to rack up more kills.

NOTABLE STATEMENTS:
Go ahead, give me an excuse to kill you.
My blade is the finest around, as is the skill that wields it.
You're handsome. I'll kill you last.

Race Gender Height Weight SC BP IM Sighting Mod. TOTAL XP
Eridani F - - 6 23 -6 +10 65,000


STR MD IQ AGL CON AGR INT CHA TK ML Per Bar
101 51 61 119 101 130 61 41 41 113 29 14


Chem Rad Bio Mental Poison Sonic Elec Fire Acid Cold
61 39 51 70 61 41 66 26 31 115


Skill Level UPS
Alertness 2 -
Body Equilibrium 6 -
Body Points 2 -
Hand to Hand 6 BW
Stealth 3 94
Infiltration 3 85
Mil. Leadership 5 -
Throwing 3 -
Archaic Hand (sword) 9 BW
Beam 3 BW


Weapon UAN MN SS ROF Q Dam P D Other
MC-6 85/82/74/67/47/22/-03 94 90 2 10 3-12 - - NA
2 Handed Sword 93 - - 2 - 8-18 51 45 (+49% attack bonus which she splits between actions)
Quabals (4) 97/92/67/17 - - - - 2-12 - - NA


Armor THR AI AR ELE EMP FIR CLD CRT Other
Infiltrator 4 26/25/14/25 22/22/14/22 20 10 15 15 - Camo Unit
Methalator 9 16 10 35 70 40 60 - NA

Equipment: Backpack; Web Gear; Ear Transceiver


Piamess, Bytch Squad Recon Specialist

Appears in: Fire and Ice: Chapter 8: The Moment of Truth
Strengths: Cybernetic Third Eye
Weaknesses: Sadistic
Description: Piamess is the type of Phentari most people think of when they imagine a typical female of the species. She is sadistic, and will often shoot people or animals just for kicks. She was formerly a member of the Phentari HomeGuard, where she served as a sniper. While Piamess may seem to be the epitome of a Phentari female, she has had a long uphill climb to get here. She was born a mutant, and her three large eyes were spaced incredibly far apart. While this mutation was a mark of great respect, her father feared her and abandoned her. Piamess has since had the third eye replaced with a cybernetic eye. She has great difficulty trusting men to this day, but likes to use her appearance to accomplish her ends. If the male fears her, she will terrify him, then waste him. If the male finds her attractive, she will lead him on, then waste him!

NOTABLE STATEMENTS:
First I take them out, then I take them down!
You think I'm a "freak"? You'll look like a freak with your head stuck up your rectal cavity!
Being in the Rebellion gives me more targets to shoot at!

Race Gender Height Weight SC BP IM Sighting Mod. TOTAL XP
Phentari F - - 6 13 -3 +41 34,000


STR MD IQ AGL CON AGR INT CHA TK ML Per Bar
61 121 81 79 41 77 71 31 38 68 18 03


Chem Rad Bio Mental Poison Sonic Elec Fire Acid Cold
70 30 50 50 70 20 45 10 35 99


Skill Level UPS
Climbing 1 66
Hand to Hand 6 BW
Stealth 4 94
Camouflage 4 105
Concealment 3 95
Det. Concealment 3 95
Infiltration 3 95
Navigation (land) 3 95
Scouting 4 100
Sighting 4 -
Tracking 4 100
Archaic Powder 3 BW
Beam 2 BW
Direct Fire 1 BW


Weapon UAN MN SS ROF Q Dam P D Other
Tenteclex-3 (4) 118/108/98/73/48 96 70 1 10 2-8 - - 4
AR-17 incendiary (4) 117/107/92/77/52/37/22 99 70 4 30 6-12 - - NA
M-205 (4) 99/99/74/44/24 99 98 1/3 1 1-4/2-9 - - NA
Talons 90 - - 4 - 4-11 24 30 NA


Armor THR AI AR ELE EMP FIR CLD CRT Other
Street 2 4 14/14/8/14 14/14/8/14 20 20 40 40 - Camo-Unit
Methalator 9 16 10 35 70 40 60 - NA

Cybernetics: Cyber-Eye (cosmetic) w/ Target Acquisition computer; Needler Implant; Storage Cabinet (cosmetic); Talons (4)

Equipment: Dward; Backpack; Web Gear; Ear Transceiver; spare 5.56mm Incendiary magazines (4); 4 spare laser pistol magazines (4)


Beryl MacBlaine, Bytch Squad Security Specialist

Appears in: Fire and Ice: Chapter 8: The Moment of Truth
Strengths: Daughter of a prominent Orion businessman;
Weaknesses: Daughter of a prominent Orion businessman; Immature
Description: Beryl MacBlaine is the daughter of a prominent Orion businessman. She was always the popular girl growing up --guys at her prep school couldn't resist her, and she loved to toy with them. She never took it too far; she frankly wasn't that interested. After a while, she got sick of the high-class lifestyle -- cotillions, yacht parties, political benefits, and such. It was boorinnng... so she turned to crime to get her kicks. She met some really cool people on the streets and learned the tricks of the trade. There wasn't a house she couldn't break into or a car she couldn't steal. It was fun -- for a while. Some "friends" asked her to run some goods for them. That was exciting -- car chases, ditching the cops, and talking her way out of tight spots. The best offer she got was to smuggle contraband for the Rebels, and she jumped at the chance. Now she's with the Bytch Squad, smuggling their gear and breaking them into all the exciting places.

NOTABLE STATEMENTS:
I am so bored! Let's go steal something!
If I were carrying any contraband, you'd never find it....
Can't this bucket of bolts go any faster?

Race Gender Height Weight SC BP IM Sighting Mod. TOTAL XP
Orion Rogue F - - 4 8 -1 +20 52,000


STR MD IQ AGL CON AGR INT CHA TK ML Per Bar
41 111 91 79 41 41 91 91 50 56 83 88


Chem Rad Bio Mental Poison Sonic Elec Fire Acid Cold
20 15 15 55 20 25 36 20 36 40


Skill Level UPS
Hand to Hand 3 BW
Stealth 4 94
Concealment 3 100
Escape 2 74
Infiltration 3 100
Pick Locks 4 115
Pick Pockets 4 115
Safe Cracking 4 110 |-
Smuggling 5 120
Sneaking 6 130
Det. Security 4 110
Deactivate Security 4 115
Street Smarts 2 110
Survival (urban) 4 110
Archaic Powder 1 BW


Weapon UAN MN SS ROF Q Dam P D Other
Nightstalker 77/72/72/64/49/17/-08 96 70 2 10 4-16 - - Silenced
CBM-2 SMG 110/96/72/47/15/-28 98 98 6 30 2-8 - - Silenced
Dagger 56 - 100 2 - 2-5* 14 15 (attack bonus has been split evenly)

*SPECIAL: Beryl possesses a dagger that contains a Level 4 Insinuative poison. If the dagger causes injury, the poison will take effect in 1-6 minutes. There is a 20% chance to detect the poison. If the victim makes a Poison SMR at -12, it does only 1 extra point. If the SMR is failed, the poison does 1-10 points.


Armor THR AI AR ELE EMP FIR CLD CRT Other
Infiltrator 4 16/16/12/16 22/22/14/22 20 10 15 15 - Camo Unit; IR Dampener

Armor: Street Clothes Ski Mask: AR: 10

Equipment: Spare Nagazines .50 ammo (4); Spare magazines 9mm AUPO ammo (4); 100-Power scope for Nightstalker; Electronic Lockpick; Professional Lockpicks; Suitcase (false Bottom); Electronic Stethoscope; Sensoid Master; Wrist Torch; Web Gear; Backpack; Body Rehab Injection;



Eridani Cuontol (Budaish Thralek)

Eridani Cuontol Scout

Appears in: Fire and Ice: Chapter 8: The Moment of Truth
Strengths:
Weaknesses:
Description: It is an honor to be selected by your employer for such an important mission. Eridi-Corp, and all of Eridine, will benefit greatly from this technology. Those who currently possess it are unworthy. It is your duty to liberate it for your people. Your skills and training are perfectly suited to this mission. You and your teammates operate like a precision instrument. You have trained together for so long that you often understand what needs to be done without speaking. Your fellow team members are like a family to you. Only honor and duty come before them. It is believed that other corporations will send operatives to commandeer the weapon. This is of no concern to you - it merely introduces a greater challenge. They will neither be obstacles, nor will you underestimate them. Your competitors, the scientists, and anyone else who stands in your way will get the death they so richly deserve.

Race Gender Height Weight SC BP IM Sighting Mod. TOTAL XP
Eridani M - - 6 20 -6 +32 84,000


STR MD IQ AGL CON AGR INT CHA TK ML Per Bar
81 51 71 111 71 105 71 41 41 118 29 14


Chem Rad Bio Mental Poison Sonic Elec Fire Acid Cold
55 33 45 80 55 35 60 20 25 105


Skill Level UPS
Acrobatics 1 72
Alertness 3 -
Body Equilibrium 4 -
Body Points 2 -
Hand to Hand 5 BW
Stealth 3 92
Disguise 1 70
Camouflage 3 90
Concealment 3 90
Infiltration 3 90
Mil. Leadership 5 -
Skimmer 1 60
Archaic Hand (Kajot) 7 BW
Beam 4 BW
Det. Concealment 4 100
Intelligence 3 90
Scouting 3 90
Sighting 3 -


Weapon UAN MN SS ROF Q Dam P D Other
Savage-C 87/85/82/72/67/37/-08 99 90 3 15 3-12 - - NA
Kajot 65 - - - 3 6-12 - - (+42% attack bonus split evenly between actions) [-2 IM, -4 THR]


Armor THR AI AR ELE EMP FIR CLD CRT Other
Infiltrator 4 26/26/12/26 20 17/17/9/17 10 15 15 - Camo Unit; IR Dampener; Anti-Grav Belt; Auto-Injector Displacement Device;

Programmed Appearances: 1) Eridi-Corp Uniform; 2) Able Security Uniform; 3) Ceremonial Flexsuit; 4) Eridani civilian clothing; 5) Deciduous Camouflage; 6) Solid Black; 7) Galactic Navy Uniform; 8) Scientist Lab Coat

Other Armor: Street Clothes Heavy Skinsuit: AR: 60; Street Clothes Ski Mask: AR: 10

Equipment: Cosmetic Kit; Backpack; Krosh Fork; Methane Injection Port; Ear Transceiver; Stun Deflector; Used in Armor Auto-Injector: Perceptual Enhancement Injection, Coolant Injection, Reflex Tablet, MBRI, Rage Enhancement Injection


Eridani Cuontol Assassin

Appears in: Fire and Ice: Chapter 8: The Moment of Truth
Strengths:
Weaknesses:
Description: It is an honor to be selected by your employer for such an important mission. Eridi-Corp, and all of Eridine, will benefit greatly from this technology. Those who currently possess it are unworthy. It is your duty to liberate it for your people. Your skills and training are perfectly suited to this mission. You and your teammates operate like a precision instrument. You have trained together for so long that you often understand what needs to be done without speaking. Your fellow team members are like a family to you. Only honor and duty come before them. It is believed that other corporations will send operatives to commandeer the weapon. This is of no concern to you - it merely introduces a greater challenge. They will neither be obstacles, nor will you underestimate them. Your competitors, the scientists, and anyone else who stands in your way will get the death they so richly deserve.

Race Gender Height Weight SC BP IM Sighting Mod. TOTAL XP
Eridani M - - 6 20 -6 +10 83,000


STR MD IQ AGL CON AGR INT CHA TK ML Per Bar
81 71 71 111 71 105 51 41 41 113 29 14


Chem Rad Bio Mental Poison Sonic Elec Fire Acid Cold
55 33 45 70 55 35 60 20 25 105


Skill Level UPS
Acrobatics 1 72
Alertness 3 -
Body Equilibrium 4 -
Body Points 2 -
Hand to Hand 6 BW
Stealth 3 92
Disguise 1 70
Camouflage 3 90
Concealment 3 90
Infiltration 3 90
Mil. Leadership 5 -
Skimmer 1 60
Archaic Hand (Kajot) 7 BW
Beam 7 BW
Set Traps 4 95
Throwing 4 -
Poisons 4 100


Weapon UAN MN SS ROF Q Dam P D Other
Savage-C 87/85/82/72/67/37/-08 99 90 3 15 3-12 - - NA
Kajot 65 - - - 3 6-12 - - (+42% attack bonus split evenly between actions) [-2 IM, -4 THR]
Pocket Killer 115/115/70/30 97 60 1 1 4-16 - - NA
Quabals (3) 95/90/65/15/-35 - - 1/3 - 2-12 - - NA


Armor THR AI AR ELE EMP FIR CLD CRT Other
Infiltrator 4 26/26/12/26 20 17/17/9/17 10 15 15 - Camo Unit; IR Dampener; Anti-Grav Belt; Auto-Injector Displacement Device;

Programmed Appearances: 1) Eridi-Corp Uniform; 2) Able Security Uniform; 3) Ceremonial Flexsuit; 4) Eridani civilian clothing; 5) Deciduous Camouflage; 6) Solid Black; 7) Galactic Navy Uniform; 8) Scientist Lab Coat

Other Armor: Street Clothes Heavy Skinsuit: AR: 60; Street Clothes Ski Mask: AR: 10

Equipment: Blood Salt; Phio-Sodium Augurate; Methane Injection Port; Ear Transceiver; Stun Deflector; Used in Armor Auto-Injector: Perceptual Enhancement Injection, Coolant Injection, Reflex Tablet, MBRI, Rage Enhancement Injection


Eridani Cuontol Security Specialist

Appears in: Fire and Ice: Chapter 8: The Moment of Truth
Strengths:
Weaknesses:
Description: It is an honor to be selected by your employer for such an important mission. Eridi-Corp, and all of Eridine, will benefit greatly from this technology. Those who currently possess it are unworthy. It is your duty to liberate it for your people. Your skills and training are perfectly suited to this mission. You and your teammates operate like a precision instrument. You have trained together for so long that you often understand what needs to be done without speaking. Your fellow team members are like a family to you. Only honor and duty come before them. It is believed that other corporations will send operatives to commandeer the weapon. This is of no concern to you - it merely introduces a greater challenge. They will neither be obstacles, nor will you underestimate them. Your competitors, the scientists, and anyone else who stands in your way will get the death they so richly deserve.

Race Gender Height Weight SC BP IM Sighting Mod. TOTAL XP
Eridani M - - 6 20 -6 +10 83,000


STR MD IQ AGL CON AGR INT CHA TK ML Per Bar
81 71 71 111 71 105 51 41 41 113 29 14


Chem Rad Bio Mental Poison Sonic Elec Fire Acid Cold
55 33 45 70 55 35 60 20 25 105


Skill Level UPS
Acrobatics 1 72
Alertness 3 -
Body Equilibrium 4 -
Body Points 2 -
Hand to Hand 5 BW
Stealth 3 92
Disguise 1 70
Camouflage 3 90
Concealment 3 90
Infiltration 3 90
Mil. Leadership 5 -
Skimmer 1 60
Archaic Hand (Kajot) 7 BW
Beam 4 BW
Deactivate Security 3 85
Detect Security 3 90
Pick Locks 3 85


Weapon UAN MN SS ROF Q Dam P D Other
Savage-C 87/85/82/72/67/37/-08 99 90 3 15 3-12 - - NA
Kajot 65 - - - 3 6-12 - - (+42% attack bonus split evenly between actions) [-2 IM, -4 THR]


Armor THR AI AR ELE EMP FIR CLD CRT Other
Infiltrator 4 26/26/12/26 20 17/17/9/17 10 15 15 - Camo Unit; IR Dampener; Anti-Grav Belt; Auto-Injector Displacement Device;

Programmed Appearances: 1) Eridi-Corp Uniform; 2) Able Security Uniform; 3) Ceremonial Flexsuit; 4) Eridani civilian clothing; 5) Deciduous Camouflage; 6) Solid Black; 7) Galactic Navy Uniform; 8) Scientist Lab Coat

Other Armor: Street Clothes Heavy Skinsuit: AR: 60; Street Clothes Ski Mask: AR: 10

Equipment: Field Detector; Acidizer; Sensoid Master; Electronic Lockpick; Methane Injection Port; Ear Transceiver; Stun Deflector; Used in Armor Auto-Injector: Perceptual Enhancement Injection, Coolant Injection, Reflex Tablet, MBRI, Rage Enhancement Injection





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