Basics:
Rank: Creature 3
Traits: UNIQUE • MEDIUM • HUMAN • CYBORG • HUMANOID • TECH
Player: NPC
Silas Voss
Silas Voss is a dark, cold figure with a heavily cybernetically enhanced body. His movements are precise and efficient, his expression unreadable. The PCs remember only brief flashes of him directing his crew during their capture: calm, methodical, and utterly without emotion.
Silas Voss — Creature Stat Block
Silas Voss
Silas Voss — Creature 3
Unique
Medium
Human
Cyborg
Humanoid
Tech
Perception +9; low-light vision
Languages Common, one other language
Skills Acrobatics +9, Athletics +8, Computers +9, Intimidation +8, Piloting +9, Stealth +9, Survival +8, Underworld Lore +9, Warfare Lore +9
Str +2, Dex +4, Con +3, Int +3, Wis +2, Cha +1
Items Cybernetic assault carbine, cybernetic enhancements
AC 18; Fort +9, Ref +11, Will +8
HP 48
Ranged attacks
Cybernetic Assault Carbine Single action
+11 (range increment 100 ft., reload 1), Damage 1d8+4 piercing.
Integrated Shock Weapon Single action
+11 (range increment 60 ft., nonlethal), Damage 1d6+4 electricity.
Special abilities
Call Hologuard Single action
(concentrate, tech)
Silas activates an available projector connected to the facility network, causing it to generate a Hologuard in an unoccupied space adjacent to the projector. He can activate only one projector per round, and can have no more than two Hologuards active at once through this ability. A projector that has been destroyed or disabled cannot be activated.
Tactical Coordination Single action
(concentrate, auditory)
Silas issues a precise command to one Hologuard within 100 feet that can receive his signal. The Hologuard can immediately Step or Stride. This movement does not trigger reactions from Silas's enemies.
Cybernetic Targeting Free action
(concentrate)
Trigger Silas makes a ranged Strike against a creature he has already targeted with a ranged Strike this encounter.
Silas gains a +1 circumstance bonus to the triggering attack roll. He can use this only once per round.
Environment: Laser-grid command position
Silas remains behind the active laser grid throughout this encounter.
- The grid prevents Silas from crossing into the PCs' area and prevents them from reaching him with ordinary melee attacks.
- The PCs have access to substantial cover. Silas has clear firing lanes, but must contend with their cover.
- Silas does not attempt to bypass the grid or pursue the PCs into their area.
- The grid is a separate environmental feature, not part of Silas's creature statistics.
Tactics
Silas begins behind the grid, using his carbine against exposed PCs while directing the Hologuards to restrain anyone who gets too close to a projector or attempts to cross the area.
He uses Tactical Coordination to reposition Hologuards rather than expose himself. He favors targets who are out of cover, injured, or interfering with the projectors. He uses the shock weapon when he wants to capture rather than seriously injure someone.
Withdrawal: If Silas is reduced to 20 HP or fewer, or all the projectors in the area are destroyed, he withdraws through a secured access door. He does not stay to fight to the death.