Known Perpetraters of Morada

Morada is home to variety of inhabitants that will try their best to maime and kill you should you venture into their territories. What follows is a listing of such pepatrators or "perps", including their enviroments, equipment, abilities, and tactics.

Following the perp listing is an explanation of weapon groupings and a chart of group's carried weapons.

Notes on Categories:
Skill Max: The maximum the perp teaches combat skills and Urban Tracking from appraisal. Humanities and ESP used against them is not held to this maximum. PA: Indicates whether or not the perp is a "paraperp," a supernatural foe.
NC: Indicates whether or not the perp is a non-corporeal creature. The non-corporeal may only be harmed by infused weapons [those someone has focused on with Occult studies. Only Paraperps will be non-corporeal. EA: Indicates whether or not the perp uses Essense Attacks. Essense Attacks may be defeated by sufficient skill in Occult Studies. Only Paraperps will ever use Essense Attacks.



Perp: Skill
Max:
Found: Weapons PA NC EA
Pickpockets 37 Colonial Park Unarmed
Drop stollen wallets
     
Hooligans 37 Colonial Park Long Wooden Pole      
Brawlers 50 West End Unarmed      
Apparitions 50 Limestone Caves Claws X X X
Ruffians 62 Eastern Jungle Long Wooden Pole      
Skeletons 62 Eastern Jungle Unarmed X    
Rogue Brawlers 75 Eastern Jungle Unarmed      
Zombies 75 Eastern Jungle   X    
Accusables 82.5 ?? Old Waterfront (Spanish) Single-Wield Weapons      
Thugs 87 Old Waterfront Single-Wield Weapons      
Ghasts 87 East of Bartstown   X    
Phantoms 100 Savard Mansion,
Louis XIV Hotel
  X    
Henchmen 112 Old Waterfront Unarmed + Sleeper      
Ghouls 112 East of Bartstown Paired Sickles (knife)
Fatigue Attack
X   S
Lawbreakers 125 West of Bartstown Single-Wield Weapons      
Accusables 127.5 Old Waterfront (French) Single-Wield Weapons      
Stalkers 137 Western Beach Single-Wield Weapons      
Vampires 137 Savard Mansion Maze   X    
Rogue Stalkers 150 Western Beach Single-Wield Weapons
Poison dust, use eye drops
Will hide and ambush.
     
Accusables 157.5 Western Beach        
Miners 162 Abandoned Coal Mines
(shaft 1 and above)
  X    
Bandits 162 North-Central Jungle Single-Wield Weapons      
Marauders 187 North-Central Jungle Unarmed + Sleeper      
Gangsters 200 The TRENCH
Training Quad A
Dual-wield Weapons      
Renegades 212 North-Central Jungle        
Mobsters 225 The TRENCH
Training Quad B
       
Nightblades 237 North-Central Jungle        
"Fiery" Miners 237 Abandoned Coal Mines
(shafts 2-3)
  X    
Rebels 262 North-Central Jungle        
Guerillas 312 North-Central Jungle        
Prowlers 337 North-Central Jungle Cave        
Natives 337 North-Central Jungle Cave   X    
Outlaws 362 North-Central Jungle Cave        
Thieves 362 North-Central Jungle Cave   X    
Mercenaries 500 North-Central Jungle Cave        
Spirit Stalkers 500 North-Central Jungle Cave   X X  
Wraiths 500 Bartstown Catacombs   X X  
Wights 500 Bartstown Catacombs   X    
Revenants 500 Bartstown Catacombs   X    
 
Crime Lord 500 ? Invasions Dual-wielded pistols
Will hide and ambush.
     
Master Assassins 500 + Invasions Dual-wielded pistols
Often Chrome-plated 9mm handguns
Will hide and ambush.
     
Sirens ??? ???   X    




Notes on Weapon Groupings:
Single-wield weapons - These perps use both single and two-handed weapons. They will not attempt to pick up a dual weapon of any combination if the oportunity presents itself. They have unlimited ammunition for all ranged weapon types. Carried weapon types include archery, firearms, knives, blunt weapons, fencing weapons, and thrown weapons. Will occasionaly approach unarmed as well. Dual-wield weapons - These perps use identical pairs of single-handed weapons (No combinations thereof). If they are disarmed, they will only try to recover one of them. They have unlimited ammunition for all ranged weapon types. Carried weapon types include firearms, knives, and blunt weapons.
Unarmed - These perps carry no weapons and will attack with a variety of punches, kicks, and grapples. I have yet to see a perp use a throwing technique. They prefer straight random attacks to status attacks like sweep and flying kick. They will attempt to grab dropped weapons on occasion, and have unlimited ammunition for all ranged weapon types. Unarmed + Sleeper - These perps are similar to unarmed, with the major exception of the Sleeper Hold technique. They will use this move frequently. Remember that if successful, this move will always cause neck injuries and a period of unconciousness, during which you will be unable to perform any action.



Weapons Carried by Single-Wielding Perps
Archery Short Bow, Heavy Crossbow
Firearms .22 Revolver, .38 Revolver, .45 Handgun, (.45 Revolver,)
.50 Handgun, 9mm Handgun, Shotgun, B-A .30-06, .308 Rifle, 7.62mm Rifle
Blunts Brass Knuckles, Tactical Baton, Sledge Hammer, Baseball Bat
Knives Switchblade, Dagger, Short-bladed Knife, Long-bladed Knife, Hatchet
Fencing Rapier, Longsword, Naginata, Katana, Spear
Thrown Throwing Knife, Shuriken [AR], Boomerang [AR]

Weapons Carried by Dual-Wielding Perps
Firearms (.22 Revolver,) .38 Revolver, .45 Handgun, .45 Revolver,
.50 Handgun, 9mm Handgun
Blunts Brass Knuckles, (Tactical Batons)
Knives Switchblade, (Dagger, Short-bladed Knife, Long-bladed Knife, Hatchet)

Weapons in parentheses are likely but unconfirmed.




Much base information from this table was obtained from
Modus Montage. For those looking for maps and other information, I wholeheartedly recomend that site. This is presented as an extention into information not listed there.