NPCs
Biker Gang Enforcer
GangerCity Police Patrol Officer
Law EnforcerClub Bouncer
EnforcerCYBERNETIC GUARD DOG
DroneDr. Keller
CyberdocExtraction Operatives
MercenaryGaiden
EnforcerGhoststep
EnforcerGreenlight
Club DJKadeesha
BodyguardLatch
HackerLedger
Crew LeadMalik “Velvet” Graves
EnforcerMr. Slate
FixerMr. Voss
FixerNoodles
EnforcerNyx Valera
Social OperativePolice Drone (Early Response)
DroneSecurity Guard – Helios
SecuritySilas Kincade
Power BrokerSwitchblade
HackerTrent Briggs
Ex-LoverZeke
BartenderSelect an NPC to view details
Biker Gang Enforcer
They shout, rev engines, laugh during fights
Fight dirtier than trained squads
Retreat is loud and angry, not tactical
Attributes
Skills
Talents
- Pack Mentality – Gains +1 to Close Combat when fighting alongside another biker.
- Not Worth Dying For – Will not pursue fleeing PCs once dominance is established.
Weapons
- SMG
- bat
Armor
Kevlar Vest
City Police Patrol Officer
Officers shout commands and warnings constantly
Attributes
Skills
Talents
- Defensive Formation – Gains +1 to defense rolls when fighting in formation or behind shields.
Weapons
- Stun Baton
- Low-Caliber Sidearm
Armor
Tactical Armor
Equipment
- Restraints
- Body cams
- Comm units
GM Notes
Non-Lethal First – Uses stun weapons unless situation escalates significantly.
Arrest Priority – Will attempt to detain suspects rather than kill.
Escalation Threshold – Will call for backup before pushing aggressively.
Club Bouncer
Party’s over
Be Nice
Attributes
Skills
Talents
- Numbers Matter – Gains +1 to Close Combat when another bouncer is adjacent.
Weapons
- Knuckle Wraps
Armor
Reinforced Clothing
Equipment
- Heavy Flashlight
- Restraints
Cyberware
- Neural Comms
GM Notes
Loud but not reckless
Confident until seriously hurt
Retreats if leadership intervenes
CYBERNETIC GUARD DOG
Attributes
Skills
Talents
- TARGET PREDICTION: Once per combat, the cyberdog may: Re-roll all failed attack dice Describe this as anticipatory movement or pre-calculated interception
- Movement: Can move two zones per action if charging, Ignores difficult terrain (cables, debris)
Weapons
- BITE & MAUL Damage: 2 Special: If damage is dealt, target must succeed at Mobility roll or be knocked prone.
- PIN & SHRED Requires: Target is prone or grabbed Effect: Automatic 1 damage per round until target breaks free (Strength or Mobility)
- INTEGRATED WEAPON SYSTEM: Mounted Weapon: Autocannon Damage: 2
Armor
Armor Rating: 8 (reinforced plating) – Immune to vacuum, toxins, disease, Takes ½ damage from small arms (round down)
GM Notes
When the cyberdog is destroyed:
Sparks shower from ruptured plating as its body slams to the floor. Its optics flicker once—then go dark. The room feels quieter immediately.
Dr. Keller
Clinical
Detached
Ethically Flexible
Focused Under Pressure
Attributes
Skills
Talents
- Combat Triage – Can perform Medical Aid during combat without disadvantage.
- Stabilize Patient – Once per scene, may prevent a dying character from worsening for one round.
Weapons
- Light pistol
Armor
Armored clinic coat (light armor)
Equipment
- Advanced Medkit
- Trauma patches (x3)
- Portable diagnostic scanner
Extraction Operatives
Controlled
Emotionally Flat
Procedural
Unimpressed
Attributes
Skills
Weapons
- Stun weapons
Armor
Tactical armor
Equipment
- Restraints
GM Notes
Will subdue, not kill
Overwhelming force — no prolonged combat
Gaiden
Quiet
Polite
Speaks only when necessary
Apologizes before breaking bones
He believes violence is a service, not a pleasure.
Attributes
Skills
Talents
- Shock Entry – When Gravel initiates melee: Targets suffer −1 on their first reaction roll
Weapons
- Reinforced Knuckle Bracers
Armor
Subdermal Armor Weave
Equipment
- Heavy Utility Belt
Cyberware
- Neural Pain Dampener
GM Notes
GM Use Notes
Gravel should end scenes, not dominate them
His presence alone can resolve conflicts
If he moves toward someone, everyone notices
Ghoststep
Focused
Respectful, even to enemies
Speaks only when something needs to be said
She believes fighting is a language —
and most people speak it poorly.
Attributes
Skills
Talents
- Flow Step – If Ghoststep successfully dodges or counters an attack: She gains +1 die on her next Close Combat action
- Redirection – Once per encounter, Ghoststep may: Redirect an enemy’s melee attack onto another nearby target, or force an attacker prone instead of dealing damage
Weapons
- Shock-Weave Gloves
Armor
Light Armor Clothing
Equipment
- Reactive Footing Boots
Cyberware
- Subdermal Reflex Boosters
- Neural Comms
GM Notes
Ghoststep should neutralize, not slaughter
She excels in tight spaces and chaotic scenes
Pairs terrifyingly well with Gaiden or Noodles
Greenlight
Axel loves the club like a living organism —
the crowd is his instrument.
Attributes
Skills
Equipment
- Signal Scrambler (low-grade; disrupts wireless comms on the floor)
- Club Control Tablet (lights, fog, bass cannons, shutters)
Cyberware
- Neural DJ Rig (direct brain-to-mix interface)
- Crowd Biofeedback HUD (heart rate, aggression, excitement overlays)
- Encrypted Comms (hardline to Velvet, Zeke, bouncers)
GM Notes
GM Use Notes
Axel is an early warning system
He can escalate or defuse scenes without combat
If taken out, the club becomes unstable fast
If Velvet runs the door and Zeke runs the bar, Greenlight runs the night.
Kadeesha
Silent, disciplined, and absolute.
Attributes
Skills
Talents
- Unmovable Presence: While Kadeesha is conscious and within reach of Silas: Attacks against Silas suffer disadvantage or penalty (GM discretion), surprise attacks must first overcome her Observation
- First Cut: Her first successful hit inflicts additional damage or automatic critical (she ends fights before they escalate)
Weapons
- Integrated Tri-Blade Arm (Permanent Augment)
Armor
Reinforced Dermal Weave
Cyberware
- Neural Comms
GM Notes
She does not posture. She does not banter. She does not enjoy violence—but she is exceptionally good at it. Her movements are minimal, efficient, and terrifyingly calm.
She views her role as containment, not protection. Threats do not get escorted out—they get ended quietly. She has no interest in status, pleasure, or indulgence. Clubs, drugs, luxury—none of it registers.
Unlike Nyx, Kadesha:
Does not charm
Does not manipulate
Does not care what people think
Her loyalty to Silas is transactional and earned. He pays well, never lies to her, and never asks her to do something pointless. In return, she has kept him alive longer than any doctor expected.
She does not socialize with Nyx—but she respects her. They work different angles of the same problem.
Latch
Cold. Methodical. Dispassionately Cruel.
Latch is not arrogant. He doesn’t posture. He doesn’t threaten.
He simply watches — calculating probabilities in real time.
Speaks rarely
Attributes
Skills
Talents
- System Lock: When Latch successfully disables cyberware, nearby enemies suffer –1 to actions for one round as panic spreads.
- Silent Kill: If a target is incapacitated by cyberware shutdown, Latch may eliminate them without triggering alarms.
- Failsafe Loyalty: If Silas is threatened, Latch may immediately act out of turn once per scene.
Equipment
- AR Command Lens: Grants +1 to Observation and Hacking, can see active cyberware pings through walls at short range
Cyberware
- Neural Interdictor Bracer
- Emergency ICE Burst: Once per scene, reflects a successful hack attempt back at the attacker
GM Notes
Visual Tells (for the GM)
Constantly checking his wrist interface — not for time, but for signal health
AR lenses flicker with cascading glyphs when combat starts
Never raises his voice
When someone collapses screaming from cyber-feedback, he doesn’t even look at them
GM Hooks
PCs may not realize he’s dangerous until their cyberarms stop responding
EMP weapons make him nervous — one of the few tells
He remembers people who survive encounters with him
If Silas ever dies, Latch becomes a terrifying independent operator for hire
Ledger
The man who runs the numbers — and decides who still adds up.
Attributes
Skills
Talents
- Measured Presence – Ledger gains +1 die on Manipulation or Insight rolls in tense social encounters where violence is possible but not inevitable.
Weapons
- Concealed Heavy Pistol
Armor
Adaptive Longcoat
Equipment
- Ghost ID Chips
Cyberware
- Neural Comms
- Subvocal Mic
GM Notes
Crew Before Ego
If combat breaks out and Ledger is present, rival runners:
Act with coordination
Avoid reckless moves
Attempt flanking or withdrawal over brute force
Eyes on the Room
Ledger always knows:
Where exits are
Who’s watching him
Who’s bluffing
Malik “Velvet” Graves
Calm. Imposing. Immaculate.
Malik does not raise his voice. He does not rush. He does not explain himself twice.
His authority comes from certainty, not aggression.
Attributes
Skills
Talents
- Never Alone – A door guard will always have backup within 1–2 rounds once violence starts.
- Threshold Control – Gains +1 to Close Combat or Manipulation checks while defending an entrance or choke point.
Weapons
- Heavy Pistol
Armor
Reinforced Armor Coat
Cyberware
- Neural Comms
GM Notes
Doesn’t posture unless needed — silence is the threat
Uses body language before fists
The fight is supposed to draw attention, not end cleanly
“Last chance. Walk away.”
Mr. Slate
Vibe: Charismatic, confident, dangerous optimism
Wants: The job done clean
Fears: Wasting this one chance
Leverage: Freedom, erased records, access
Attributes
Skills
Talents
- Connected
- Smooth Operator
Weapons
- Hidden holdout pistol
GM Notes
Demeanor: Calm, impeccably polite, and unfailingly patient. Never raises his voice. Lets silence do the heavy lifting. People tend to talk too much around him.
Reputation: A problem-solver who always delivers—at a cost. Known for honoring deals to the letter while quietly exploiting every loophole. If Slate is involved, the outcome is already decided… you’re just negotiating how painful it will be.
Mr. Voss
Calm to the point of discomfort
Attributes
Skills
Talents
- Long Memory – Once per scene, Voss may force a PC he knows to: Hesitate, Reveal emotional tells, or Take −1 on a social roll involving lies or intimidation
Weapons
- Concealed Micro-Pistol
Equipment
- Old Corp Credential Chip
Cyberware
- Neural Recorder
GM Notes
This is a social confrontation, not a combat encounter
He should make the PC doubt past choices
He may demand:
Public apology
A favor that hurts
Or patience… which is worse
If things turn violent, Velvet will intervene immediately — and Voss knows it.
Noodles
Always chewing
Rarely looks directly at people
Talks around mouthfuls
Never apologizes
Attributes
Skills
Talents
- Overwatch Brain – If he line of sight for a full round: He gains +1 die on his next Firearms roll
- Low-Affect Killer – cannot be intimidated through threats of violence. He’s already imagined the outcome.
Weapons
- Compact SMG
Armor
Thermal-lined Jacket
Equipment
- Spare Mag Harness
- Always Food
Cyberware
- Smart-Linked Optics
GM Notes
Noodles should feel unbothered
He doesn’t posture or threaten
Violence escalates around him, not because of him
If the PCs notice him eating, it’s a warning sign.
Nyx Valera
Nyx is calm, poised, and quietly predatory.
She never rushes, never fidgets, never raises her voice. Her power comes from presence, not dominance. Every smile is calculated. Every touch is intentiona
Attributes
Skills
Talents
- Always Listening: Nyx automatically rolls Observation when anyone speaks within arm’s length of Silas, even if she appears distracted.
- Last Resort: If Silas is physically threatened, Nyx acts with lethal intent without hesitation.
Weapons
- Concealed Holdout Pistol
- Monofilament Stiletto Ring
Cyberware
- Neural Comms
GM Notes
She is deeply loyal to Silas, not out of fear or ownership, but because he rescued her from obscurity and recognized her value as more than decoration. In return, she protects his empire in ways bodyguards cannot.
Nyx despises sloppy people—loose talkers, emotional outbursts, performative violence. She respects discipline, restraint, and people who understand leverage.
Privately, she is tired—but sharp. She knows she’s a luxury asset in a brutal world, and she intends to survive it longer than anyone expects.
Police Drone (Early Response)
Excellent at spotting and tagging. Mediocre at actually hurting anyone.
Attributes
Skills
Talents
- Small & Agile – Ranged attacks against drones suffer –1 unless using heavy weapons, automatic fire, or explosives
- Target Painter – Once a drone successfully Observes a target, ground units gain +1 to attacks or tracking rolls against that target.
Weapons
- Taser Darts (non-lethal, short range)
Equipment
- High-Intensity Spotlight (-2 dice to Stealth in cone)
- Directional Loudspeaker
- Optical & Thermal Sensors (+2 Dice to Observation rolls)
GM Notes
Escalation Node – If destroyed or threatened, automatically alerts police patrols or tactical units.
No Self-Preservation – Will pursue until disabled, ordered to withdraw, or signal loss.
Security Guard – Helios
Attributes
Skills
Talents
- Hold the Line: Guards gain +1 to all rolls while at least one ally is adjacent.
Weapons
- SMG
- Heavy Pistol (sidearm)
Armor
Armored Security Vest
Equipment
- Flashbang or Shock Grenade (1 per guard)
- Keycard / Access Fob (checkpoint-level clearance)
Cyberware
- Neural Comms
Silas Kincade
Speech: Low, slow, precise. Rarely more than a sentence or two at a time.
Presence: The room feels heavier when he’s paying attention to you.
Mood: Controlled, faintly amused, perpetually unimpressed.
Attributes
Skills
Talents
- Never Alone: If combat breaks out, 2–4 elite club enforcers arrive within 1 round
- Power Is Protection: Attacking Silas immediately escalates the situation (club lockdown, police heat, fixer retaliation later)
- VIP Immunity: Social actions against him suffer –1 unless the PCs have strong leverage
Weapons
- Hidden holdout pistol
Armor
Heavy synth-silk suit
Equipment
- Encrypted datapad
Cyberware
- Neural comm implant
GM Notes
He sees people as assets, liabilities, or leverage—and sometimes all three at once. Sentimentality is a luxury he outgrew decades ago, but he still respects competence, loyalty, and style. If you’re good at what you do and you don’t embarrass him, he’ll treat you fairly. If you cross him, he won’t explode—he’ll restructure your life until the problem solves itself.
Silas is deeply confident, bordering on immovable. He doesn’t posture or threaten overtly because he doesn’t need to. Everyone in the room already knows who he is. Violence is a tool of last resort—not because he’s merciful, but because it’s inefficient and messy. When violence does happen, it’s decisive and sanctioned, never emotional.
Despite his age and bulk, he is mentally sharp and socially lethal. He reads people quickly, cataloging tells, weaknesses, and desires. He enjoys subtle dominance—correcting details, finishing someone else’s sentence, reminding them of a debt they forgot they owed.
At his core, Silas believes the world is chaos held together by deals—and he intends to be the man holding the contracts.
Switchblade
Fast-talking
Easily bored
Drinks constantly
Treats danger like a puzzle
Attributes
Skills
Talents
- Parallel Processing – May: Hack and observe in the same round, or control a drone while remaining socially engaged
- Drone Eyes – As long as at least one drone is active: He cannot be surprised, his crew gains +1 to Observation-related actions
Equipment
- 2–3 Recon / Interdiction Drones
- Signal Jammer & Spoofer
- Chemical Stims (focus, calm, pain suppression)
- Encrypted Goggles / Visor
Cyberware
- Neural Cyberdeck Rig
- Back-Mounted Auxiliary Cyberarm
GM Notes
He should feel everywhere
PCs may not realize he’s involved until systems start failing
He’s the first to retreat if things go loud — not cowardice, priority
Trent Briggs
Smug, performative charm
Frames himself as “misunderstood”
Pretends he’s over it — absolutely isn’t
Loves being seen near important people
“Relax. We’re adults, right?”
Attributes
Skills
Talents
- Unwanted Familiarity – Automatically knows one embarrassing or emotionally loaded detail about Dr. Selene “Doc” Aras that he will casually reference in public.
- Social Gravity Once per scene, Trent can force a social interaction to continue even when it should naturally end.
Equipment
- Designer jacket he won’t stop adjusting
- Smart shades (tinted lenses, AR notifications)
- Personal datapad with old messages he definitely rereads
- Expensive drink he barely touches
GM Notes
Coward at Heart
If physically threatened or directly confronted with consequences, he backs down immediately.
Bad Timing
Always appears at the worst possible moment.
Zeke
Dry humor
Speaks softly
Never rushed
Remembers everything
Zeke doesn’t judge — he catalogs.
“You want the truth, or you want another drink?”
Attributes
Skills
Talents
- Eyes Everywhere – If Zeke has observed a target for a full round, he gains +1 to Insight or Manipulation against them.
Equipment
- Chemical Pouches (stims, sedatives, antitoxins)
Cyberware
- Neural Comms
- Cyber arms – gives him +1 action if it includes his arms
GM Notes
No One Touches the Bartender
Any violence against Zeke immediately alerts:
Malik “Velvet” Graves
All nearby bouncers
Response is swift and disproportionate.