NPCs
CIVILIAN
CIVILIAN
Medium sentient humanoid (4d6)
Men and women trying to make a living.
STR 4 (3d6) AGI 4 (2d6) END 3 (2d6)
INT 3 (2d6) LOG 4 (2d6) WIL 3 (2d6)
CHA 3 (2d6) LUC 1 (1d6) REP 1 (1d6)
MELEE DEFENCE 12
RANGED DEFENCE 12
MENTAL DEFENCE 16
VITAL DEFENCE 10
HEALTH 12
SOAK 2; VULN none
IMMUNE none
INITIATIVE 2d6
PERCEPTION 3d6
SPEED 4; CLIMB 2; JUMP 6'/3'
REACH 5-ft
ACTIONS 2
Club 2d6 (1d6+2 blunt or slashing damage)
Pistol 3d6 (1d6 blunt or ballistic damage; range 6)
Skills bureacracy 3 (2d6), cooking 1 (1d6), computers 1 (1d6), local knowledge 3 (2d6), running 1 (1d6), swimming 1 (1d6), carrying 1 (1d6), combat 1 (1d6)
Gear club, pistol
Mob attack. Though weak on their own, civilians work together well in a mob. Any civilians adjacent to the victim count as flanking, gaining +1d6 bonus to attack for each civilian beyond the first. When 4 or more civilians are adjacent to the victim, the victim gains the Fatigued condition at the start of its turn.