System Reference Document

EXAMPLE NPCS

Police Cop

“License and registration, please.”

Attributes

Strength: 4
Speed: 5
Wits: 4
Will: 5
Health: 24 (Knocked Out at 6 Health, Dead at -4 Health)
Initiative: 10 + 2d6
Defense: 7

Skills: Clubs: Expert (+2); Awareness: Apprentice (+1), Brawling: Apprentice (+1). Drive: Apprentice (+1), Intimidation: Apprentice (+1), Pistols: Apprentice (+1).
Basic Training: Automatics, Investigation, Rifles, Swimming.
Techniques: Blitzkrieg, Dodge, Point Blank.

Attacks

  1. Glock 17 at +1 for 2d6
  2. Nightstick at +2 for 2d6 + 3
  3. Ithaca 37 at +0 for 4d6

Equipment: Sidearm (See Above), Two Full Spare Clips for Sidearm, Uniform, Badge, Handcuffs, Powerful Flashlight, Police Cruiser, Shotgun (e.g. Ithaca 37) In The Cruiser, $100-$300 in cash, access to light Body Armor when necessary and appropriate.
XP Bounty: 20

Description

These stats are perfect for your basic state troopers, beat officers, and sheriff's deputies. The most dangerous thing about them is their willingness to use inappropriately lethal force at the drop of a hat and the seemingly bottomless reinforcements and backup they can call in if they get a chance.


Special Weapons and Tactics

“Breach and clear."

Attributes

Strength: 5
Speed: 6 (4 in armor)
Wits: 6
Will: 5
Health: 30 (Knocked Out at 5 Health, Dead at -5 Health)
Initiative: 12 + 2d6 (8 + 2d6 in armor)
Defense: 9

Skills: Automatics: Expert (+2), Awareness: Apprentice (+1), Brawling: Apprentice (+1), Climbing: Apprentice (+1), Demolitions: Apprentice (+1), Drive: Apprentice (+1), Heavy Weapons: Apprentice (+1), Pistols: Apprentice (+1), Rifles: Apprentice (+1), Throwing Weapons: Apprentice (+1).
Basic Training: Blades, First Aid, Intimidation, Locksmith, Negotiation, Security.
Techniques: Blitzkrieg, Boom!Headshot, Dodge.

Attacks

  1. M4 at +2 for 5d6(three round burst)
  2. HK MP5 at +1 for 5d6 (15-rounds, full auto)
  3. Mossberg 590 at +1 for 4d6 (buckshot) or 1d6 + 12 (slugs)
  4. Milkor MGL at +1 for teargas (gas grenade) or 8d6 nonlethal (sponge grenade)
  5. Sig Sauer P226 at +1 for 2d6 + 2
  6. Flashbang at +1 for 6d6 (-2d6 damage per yard away, -4 DM to all actions for 5 turns)

Equipment: Type III Body Armor w/ Helmet (Melee Damage Cut 7, Ranged Damage Cut 12), Weapons Loadout and Sidearm, Four Flashbangs, Six Spare Magazines for longarm (or bandolier of 32 shotgun shells for Mossberg 590), Two Spare Magazines Pistol Ammo, other non-lethal munitions and weapons (e.g. Tasers, pepper spray canisters, shotguns loaded with beanbag rounds, and so on), ballistic shields (+4 Defense but -2 to Attack Rolls when deployed), battering rams, shotguns with breaching rounds, explosive charges, and a SWAT truck, APC, or other armored vehicle, $100-$600.
XP Bounty: 50

Description

SWAT units and other police “special response units" are equipped with heavy duty military hardware and advanced training for handling extreme situations that regular uniformed cops can't handle. In the present day, SWAT units have an extremely militant attitude and tend to respond to threats with extreme force, showing up in large numbers with overwhelming firepower.

Note: Each SWAT officer has an M4 Carbine, an MP5 Submachine Gun, a Mossberg 590 Shotgun OR, rarely, a Milkor MGL 40mm grenade launcher. Not all of those longarms at once. They additionally carry a sidearm and two to four Flashbangs.


Elite Police Sniper

“I have a clean shot. You want me to take it?"

Attributes

Strength: 4
Speed: 6
Wits: 6
Will: 7
Health: 24 (Knocked Out at 3 Health, Dead at -4 Health)
Initiative: 12 + 2d6 (8 + 2d6 in armor)
Defense: 9

Skills: Rifles: Master (+4), Automatics: Apprentice (+1), Awareness: Apprentice (+1), Climbing: Apprentice (+1), Drive: Apprentice (+1), Pistols: Apprentice (+1), Stealth: Apprentice (+1), Throwing Weapons: Apprentice (+1).
Basic Training: Brawling, Demolitions, Intimidation, Locksmith, Negotiation, Security.
Techniques: Boom!Headshot, Longshot, Sniper.

Attacks

  1. H&K PSG1 at +7 for 5d6
  2. Sig Sauer P226 at +1 for 2d6 + 2

Equipment: Type III Body Armor w/ Helmet (Melee Damage Cut 7, Ranged Damage Cut 12), Sniper Rifle and Sidearm, Four Spare Magazines Rifle Ammo, Two Spare Magazines Pistol Ammo, $100-$600.
XP Bounty: 75

Description

As you may have noticed, this guy's an unbelievably good shot. And for good reason. In most situations, one shot is all he can hope to get, and people's lives depend on that shot. So it has to be a killshot. Police snipers are used in hostage situations to support hostage negotiators and close combat teams, and are always prepared to take a life to save a life; they are also deployed as a support element of SWAT teams, usually seeking a position on nearby rooftops to take advantage of their weapons' superior range. This is a very deadly sniper, probably fairly close to the deadliest one you can build in the DicePunk System. Do not sick a police sniper like this on your PCs lightly.


Thug

“You came down the wrong alley, motherfucker!"

Attributes

Strength: 6
Speed: 5
Wits: 3
Will: 5
Health: 36 (Knocked Out at 5 Health, Dead at -6 Health)
Initiative: 10 + 2d6
Defense: 6

Skills: Blades: Apprentice (+1), Brawling: Apprentice (+1), Intimidation: Apprentice (+1).
Basic Training: Automatics, Pistols, Street Smarts.
Techniques: Blitzkrieg, Frenzy.

Attacks

  1. Switchblade at +1 for 6
  2. Punch at +1 for 1d6 + 6 Nonlethal
  3. Saturday Night Special at +0 for 1d6 + 3 or 1d6 +4
  4. (Rarely) Uzi 9mm at -2 for 4d6 (10 round burst)

Equipment: Saturday Night Special (use stats for Colt Detective Special for a cheap snub revolver or Walther PPK for a cheap blowback operated pocket pistol), Switchblade, Street Clothes, Booze, Cigs, Recreational Drugs of Choice, $10-60 in cash. Can get his hand on a beater sedan and an Uzi for a drive-by if needed. Heavy Leather Jacket (Melee Damage Cut: 4, Ranged Damage Cut: 1).
XP Bounty: 20

Description

This person is a violent idiot; a common, garden variety street criminal trapped in a cycle of urban poverty and desperation. This shithead is good for little except for petty crime, macho posturing, and firing a perfectly good gun sideways – sideways! A muscleheaded moron that's more, not less, dangerous for his lack of intellect. His character isn't all bad; he's much braver than he probably should be. And there is a certain romantic attraction to just plain fucking shit up. Typically, this kind of thug comes in packs.


B&E Specialist

“In-and-out, slam, bam, thank you ma’am. None of that cowboy bullshit, nobody gets killed.
At least, that’s the plan anyway.”

Attributes

Strength: 3
Speed: 6
Wits: 7
Will: 3
Health: 18 (Knocked Out at 7 Health, Dead At -3 Health)
Initiative: 12 + 2d6
Defense: 10

Skills: Locksmith: Expert (+2), Security: Expert (+2), Stealth: Expert (+2); Automatics: Apprentice (+1), Blades: Apprentice (+1), Climbing: Apprentice (+1), Pistols: Apprentice (+1); Subterfuge: Apprentice (+1).
Basic Training: Awareness, Bike, Climbing, Electronics, Negotiation, Street Smarts, Throwing Weapons.
Techniques: Blitzkrieg, Dodge.

Attacks

  1. Silenced M9 at +2 for 2d6
  2. Suppressed H&K MP7 at +1 for 2d6 + 5 [+10 vs. ranged armor] (three round burst)
  3. Ruger LCP w/ Laser Sight & Hollow Points at +3 for 2d6 + 4 (Double Target's Armor)
  4. Straight Razor at +1 for 11

Equipment: M9 With Silencer, Two Spare Clips 9MM Ammo, Concealed Holdout Pistol Loaded w/ Hollow Points, Suppressed H&K MP7 SMG in Black Gym Bag, Straight Razor, Dark Clothes, Black Gloves, Pry bar, Glass Cutters, Bolt Cutters, Lockpick Set, Electrician's Tools, Booze, Cigs, Uppers, Fast Bike, Fake IDs, $500-$3,000 in cash.
XP Bounty: 25

Description

This smooth, stealthy, smart operator could be a professional thief, burglar, or second story man. Just as likely, he or she could be a “black hat" or “grey hat" agency asset, the kind of shady individual that government agencies or corporations tap as a behind the scenes “problem solver" when they can't afford to be seen dirtying their own hands. The B&E Specialist prefers to avoid conflict when possible – conflict is messy – but will kill in cold blood if that makes the difference between going home and going to jail.


Hit Man

“The base fee is $10,000 and I assure you for that money you get the best. If you’re feeling cheap, you can always move onto the next guy, but I guarantee you he’s gonna be a cop, an informer, or worse, an amateur.”

Attributes

Strength: 4
Speed: 5
Wits: 6
Will: 5
Health: 24 (Knocked Out at 5 Health, Dead At -4 Health)
Initiative: 10 + 2d6
Defense: 9

Skills: Pistols: Expert (+2); Rifles: Apprentice (+1); Stealth: Apprentice (+1); Blades: Apprentice (+1).
Basic Training: Brawling, Electronics, Locksmith, Subterfuge, Climbing, Drive.
Techniques: Boom!Headshot, Longshot, Critical Attack.

Attacks

  1. H&K. Mk. 23 Mod 0 at +5 for 2d6 + 3.
  2. Lupara at +2 for 4d6.
  3. Remington Model 30 at +1 for 5d6.
  4. Combat Knife at +1 for 1d6 + 6.

Equipment: All the above weapons, plus a Ruger Mk. II, silenced. Two full Spare Clips for the Mk. 23, Box of Twenty 12 Gauge .00 Buckshot Shells, Box of Twenty .30-06 Rounds, Fake IDs, Diazepam, Black Sedan, Street Clothes, Night Vision Goggles, $3,000 in Cash. Improved Ballistic Vest (Melee Damage Cut: 4, Ranged Damage Cut: 12)
XP Bounty: 25

Description

This hired killer is a dangerous friend to have, and an even more terrible foe. His business is death, and he knows his business well. He prefers to sneak in and out, but he can hold his own in a stand-up fight as well.