Skip to content

CyberCop Captain

Adversaries Designed by DNGN CLUB • Art by Photo Collage by DNGN CLUB

Adversary overview

A low rent corporate grunt who is willing to engage in fascism for a paycheck, medical, AND a promotion.

CyberCop Captains are middle managers whose primary objective is surviving the shift with minimal deductions to their pay. They worship the corporate bottom line with performative enthusiasm, but their loyalty begins and ends at payroll. Anyone outside their squad is, at best, an inconvenience and, at worst, expendable. They will always leave a man behind, then file the paperwork explaining why it was fiscally necessary.

Stat block

Tier
1
Type
Leader
Difficulty
11
HP
4
Stress
4
Attack mod
+1
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
15
Major Damage — Mark 2 HP Major
Mark 2 HP
20
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Smart-tech Handgun
Range: Far
Damage: 1d12+4
Attack Mod: +1
Damage Type: Physical

Features

Passives

  • Unprovoked

    The Captain's attack damage always counts as Severe until a PC successfully harms the Captain.

  • Browbeat

    Each time players gain Hope, the Captain may verbally or physically harass an NPC in the scene to gain 1d4 Fear.

Actions

  • Radio Reinforcements
    stress 1

    Once per scene, mark a Stress to start a Countdown (1d6). Each time the players make an Action Roll, tick down the countdown by 1. When triggered, summon 1d4 additional CyberCop Trooper, which appear at Far range.

  • Move as Unit
    fear 2

    Spend 2 Fear to spotlight up to four allies within Far range.

  • Lockdown
    stress 1

    Mark a Stress to increase the Difficulty of any Action Rolls to leave the current location (mundane or otherwise) by +2 for the rest of the Scene. This Action can be used multiple times within the same scene, increasing the Difficulty by an additional +2 each time.

Reactions

  • Escalation

    When the Captain or any their subordinates make a successful attack against a PC, you gain a Fear. When the Captain mark's their final Stress, they lose this ability for the rest of the scene.

Motives & tactics

Coerce Bully Threaten Abuse Blackmail Strongarm

Experiences

  • Jackass +3

CyberCop Captain

Tier 1 leader

A low rent corporate grunt who is willing to engage in fascism for a paycheck, medical, AND a promotion.

Motives & Tactics: Coerce, Bully, Threaten, Abuse, Blackmail, Strongarm

Difficulty: 11 | Thresholds: 15/20 | HP: 4 | Stress: 4

ATK: +1 | Smart-tech Handgun: Far | 1d12+4 Physical

Experience: Jackass +3

HP:

STRESS:

Features

Unprovoked - Passive: The Captain's attack damage always counts as Severe until a PC successfully harms the Captain.
Escalation - Reaction: When the Captain or any their subordinates make a successful attack against a PC, you gain a Fear. When the Captain mark's their final Stress, they lose this ability for the rest of the scene.
Radio Reinforcements - Action: Once per scene, mark a Stress to start a Countdown (1d6). Each time the players make an Action Roll, tick down the countdown by 1. When triggered, summon 1d4 additional CyberCop Trooper, which appear at Far range.
Move as Unit - Action: Spend 2 Fear to spotlight up to four allies within Far range.
Lockdown - Action: Mark a Stress to increase the Difficulty of any Action Rolls to leave the current location (mundane or otherwise) by +2 for the rest of the Scene. This Action can be used multiple times within the same scene, increasing the Difficulty by an additional +2 each time.
Browbeat - Passive: Each time players gain Hope, the Captain may verbally or physically harass an NPC in the scene to gain 1d4 Fear.

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.