Oh Rats
Heroes are being called in to clear out a rat infestation that has happened to a station. What is weird is that rats don’t usually come on spaceships ever.
Thing is an awakened person has gone into space. And found the perfect place with the lodge conditions needed to proliferate. Next she captures a person to mate with, and then have baby rats with.
Jig boss - 4 of my men have disappeared. Luke, Dandan, Dmitri, Theodore (dead) (3 is alive.) Jonathan jigboss. Negotion skills - 8d6
There is a second group that comes in and wants to take the job away from under their feet. 4 guys - “Sarge”, “Mitt”, “Slither”, “Boom”.
Get out of our way, this is our gig. Matterson Pest Control. They go in, make a lot of noise and rockus and came back out sweating. Slither comes back in a stretcher. Those are not normal rats sir.
Sarge (Soldier)
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4(6)
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4
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0
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6
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Initiative
Condition Mon Limits AR Skills Powers Gear Resist Evade |
8+3d6
8S/8P Physical: ; Mental: ; Social: 14 (17)
Guns (6+2+4), Sword (4+2+4), Nego (4+2+3), Leadership(Rally) (3+5+2) (+1 init/2 hits)
Wired-Reflexes (2), cyber-eyes (.4)
Bod+AR-AP Reac+Int: 7(9) | |||||||||
Mitt (Rigger)
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3
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4(5)
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4
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2
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3(4)
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5
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2
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0
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6
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Initiative
Condition Mon Limits AR Skills Powers Gear Resist Evade |
4+1d6
8S/8P Physical: ; Mental: ; Social: 12 Rigging (6+2+5), handgun (4+2+2)
…
Rigger (2), Wired reflexes (1), cyber-eyes (.4), 2x Doberman, 2x fly spy, 2x roto-drone
Bod+AR-AP Reac+Int: 9(10) | |||||||||
Slither (Decker)
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1
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6
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Initiative
Condition Mon Limits AR Skills Powers Gear Resist Evade |
6+3d6
8S/8P Physical: ; Mental: ; Social: 13 (15)
decking (6+5), machinegun (4+2+4)
…
Deck, Datajack, cyber-eyes, wired-reflex (2), Ares Crusader
Bod+AR-AP Reac+Int: 8(10) | |||||||||
Boom (Heavy weapon expert)
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6
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1
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3
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0
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6
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Initiative
Condition Mon Limits AR Skills Powers Gear Resist Evade |
4+1d6
8S/8P Physical: ; Mental: ; Social: 18 (24)
Heavy weapons (6+2+4), sledgehammer (4+2+4)
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Aluminium body (2), cyber-eyes, Ingram Valiant
Bod(6+2)+AR(18)-AP=26-AP Reac+Int: 6 | |||||||||
Normal size rats (100x)
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2
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1
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1
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4
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Initiative
Condition Mon Limits AR Skills Powers Gear Resist Evade
Movement
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4+1d6
8S/8P Physical: 3; Mental: 1; Social: 2 0 Climbing 4+2, Gymnastics 4+2, Sneaking 5+2, Unarmed Combat 4+2
Natural Weapon (Teeth)
Bod+AR-AP: 0
Reac+Int: 4, dodge 2+2+6 (-5 init)
4m/8m/+1hit
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Bodyguards (10x)
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4
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2
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2
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1
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1
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4
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4
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Initiative
Condition Mon Limits AR Skills
Powers
Gear Resist Evade
Movement
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5+2d6
9S/10P Physical: 4; Mental: 3; Social: 2 4
Climbing 5+2, Gymnastics 5+2, Sneaking 6+2, Unarmed Combat 5+2+3, Leadership 5+1
Natural Weapon (Teeth), Psychokinesis, Armor (4)
…
Bod+AR-AP: 2+4
Reac+Int: 5, dodge 3+2+7 (-5 init)
6m/12m/+2hit
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Wpn: Teeth, 6P, AP-1
Propelling: /r 4+(6d6>5) (knockdown)
Flying Kick - +1 Reach, +1 die, Superior pos: +2 die, opponent prone: +1 die, friends +1, charging +2, -2 to attack charging
Mating (3x)
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3
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3
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4
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4
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3
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3
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0
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4
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Initiative
Condition Mon Limits AR Skills Powers Gear Resist Evade
Movement
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5+1d6
9S/9P Physical: 7; Mental: 3; Social: 4 9 Mechanic (aerospace/electronics), weapon (4+3)
…
…
Bod+AR-AP: 2+9 Reac+Int: 7
6m/12m/1hit
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Wpn:
Colt Cobra, 4(5), 7P, AP-, SA/BF/FA, RC 2(3)+3, 32(c)(3/6), 5R, 660¥ (machine gun)
Colt M23, 4 acc, 9P, AP-2, SA/BF/FA, RC -+3, 40(c)(4/6), 4R, 550¥ (assault)
cover: +4 defence, FA/LB -5, BF/SA -2
Main baddie
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4
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4
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4
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2
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3
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3
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3
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6
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4
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Initiative
Condition Mon Limits AR Skills
Powers
Gear Resist Evade
Movement
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7+2d6
10S/10P Physical: 6; Mental: 3; Social: 4 4 Climbing 6+4, Gymnastics 6+4, Sneaking 6+4, Leadership 4+3,
Animal Control, Compulsion, Influence, Natural Weapon (Teeth), Armor (4), Sapience, Psychokinesis
Bod+AR-AP: 2+4 Reac+Int: 5, dodge: 5+10 (init-5)
8m/16m/+2hit
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Psychokinesis: Magic+Wil (str/Agi)
(Str+1)P, Acc mental, AP -1
tools: SAP, knife, club