Scenario Creation: Enemy NPCs

This section contains more than 70 enemy NPCs, starting from the next page. They are actors waiting to be introduced in a session. GM may pick enemy NPCs suitable for their scenario and introduce them. They can also be used for surprise combat events.

Enemy NPC has their "type" written at the upper right corner of their statblock. There are four types: humanoid, spirit, mechanical, and abnormal, as well as "mob" that is also combined into it. It should be noted that "Type: mechanical" and "Type: abnormal" always have special powers. One should also not forget the special effect "suppressive" has on "mob".

Level, Pride, weapon and powers are the same as that of PC. Enemy NPC data has been simplified to reduce GM workload. Wares and customisation has been accounted for for weapons, and Powers are limited to 2 at most even for high-level enemies. In case you wants to create strong NPC with more details, they can base them on PC creation. However, whether powerful enemy NPC should be used should depend on consensus.

At the same time, there are rules that are unique to enemy NPC. If you encounter troubles during a session, please consult below.

=Karma Check= When enemy NPCs have to undergo Karma Checks, consider their Karma to be 7. It would not increase even after the check. However, GM should priortise PC's "Area of Strength". Because of that, Karma Checks for enemy NPC should be avoided when possible, and instead act in accord to PC's checks and the situation. Therefore, the following check results should be used in accord to common sense.


 * Intel: They only know what their position requires.
 * Negotiation: Follows the result of PC's Negotiation Check.
 * Perception: Auto-failure, they cann see through PC's hidden state.
 * Subterfuge: They are discovered if PC succeed in Perception Check.
 * Athletics: Only check when PC is getting close. For escape, they fail if PC succeed in Athletics check.
 * Luck: Rolled by PC and follows their result.

That said, you can ignore the aforementioned writing for specific enemies. Security robots and zombies can advance calmly through bullet hell. Thus, it is fine for them to automatically succeed in getting close in combat. For enemy NPCs who can fly or swim, they might automatically succeed in escaping depending on the circumstances. If the opponent is skilled in covert operation, you may impose penalty on PC's Perception Check. Rather than ability of individual enemy NPCs, it should be treated as part of the scenario. If the PC is falling back while shooting, even zombies would not be able to get close.

=Customisation= If you cannot find an enemy NPC that fits the scenario in the list, you are free to modify their data. When trying to strengthen or weaken them, it is better to keep changes limited to few areas. Typical modifications and what to be aware of is described below.


 * Level & Pride: The most recommended field to modify. Even a small adjustment can result in significnat change in combat prowess.
 * Weapon: Changing the damage by 1 point also changes how threatening it is. For "Type: Humanoid", it is fine to use other existing weapons. It is also a good idea to use weapons used by other enemy NPCs.
 * Name & Appearance: If you change their data significantly, they might become a different being compared with the original. In such case, it is fine to change their name and appearance as well.
 * Power: The basic is to use that of other enemy NPCs. It is better to not use powers that you deem to be too strong. However, if you are not familiar with them, it is better not to touch it.
 * Type: It is better not to change it unless you have made their appearance and nature different. While it is possible for mechanised and zombified enemies to gain resistance, it is not recommended to use resistance against what is significantly favoured by PC.

Once you get used to modifying enemy NPCs, it is fine to try giving them original powers or making unique NPC from scratch.

=Mob Creation= Some of the data listed might be too weak or overspecialised to be used. Even for non-combat newbie PC, they should be able to win against a single hooligan (P.190) without the need of actual combat. Their data reflects the power of PC within society. On the other hand, with enough number, any enemy can become a threat. However, introducing multiple enemies can put a burden on the GM. When you group up a bunch of civilians, they will become a mob (P. 191). Mobs are vulnerable to "suppressive" damage, but they're still stronger than their individual component. A mob need to have at least 2 individuals, and at most the same number as their Pride. When you make an enemy NPC into a mob, you can use the following modifications.


 * It gains "Type: Mob".
 * Its level is increased by 1~2.
 * Its Pride become at least the same as the number of individuals (at most 20).
 * It is fine to increase weapon damage by 1 (not recommended).
 * It is fine for their weapon to be "loud in combat" and "suppressive".