Author Topic: Generic NPCs  (Read 167497 times)

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #120 on: December 07, 2010, 01:28:58 AM »
Fomor Lord (In A Submarine)

High Concept: Fomor Lord
Other Aspects: More Fish Than Man, May Once Have Been Human, Never Leaves The Ocean Deeps
Skills:
Fantastic: Lore, Discipline
Superb: Presence, Conviction
Great: Resources, Intimidation
Good: Endurance, Might, Athletics
Fair: Alertness, Weapons, Survival
Average: Deceit, Empathy, Fists
Stunts:
Fomor Resources (Resources): May take a point of sponsor debt for +4 to a Resources roll that directly benefits Fomorkind.
The Boss (Contacts): May use Contacts to hire people.
Minions (Contacts): May use Contacts to declare the presence of lesser Fomors.
Fomor Contacts (Lore): May use Lore instead of Contacts to deal with other Fomors.
Powers:
Aquatic [-1]
Not Amphibious [+1]
Echoes Of The Beast [-1] Gives sonar, +1 to Alertness underwater, and the ability to talk to fish.
Fomor Magic [-0] Spellcasting requires nearby water rather than being prevented by it.
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Refinement [-7]
Supernatural Strength [-4]
Inhuman Speed [-2]
Inhuman Toughness [-2]
Inhuman Recovery [-2]
The Catch (unknown) [+0]
Magic:
Evocation (Earth, Spirit, Water): +1 spirit control, +2 spirit power, +3 water control, +4 water power
Thaumaturgy: +1 crafting frequency, +2 Fomor magic control, +3 Fomor magic complexity
Foci: Throne Of Pearls (+2 Fomor magic complexity)
Enchanted Items: 4 potion slots (strength 6, 2 uses/session)
Total Refresh Cost:
-29
Refresh Total:
-8

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #121 on: December 07, 2010, 03:44:10 AM »
King Corb (Deep One)

High Concept: King Of The Fomors
Other Aspects: More Fish Than Man, May Once Have Been Human, Never Leaves His Throne Room, King Of All That Lies Beneath The Waves, The Throne Of Leviathan
Skills:
Epic: Lore, Resources
Fantastic: Conviction, Discipline
Superb: Presence, Intimidation
Great: Might, Athletics
Good: Endurance, Empathy, Deceit
Fair: Alertness, Fists, Survival, Weapons
Average: Scholarship, Investigation, Stealth
Stunts:
Fomor Resources (Resources): +2 to Resources as long as he is able to draw upon the wealth of Fomorkind in general.
The Boss (Contacts): May use Contacts to hire people.
Minions (Contacts): May use Contacts to declare the presence of lesser Fomors.
Fomor King (Lore): May use Lore instead of Contacts to deal with other Fomors.
Powers:
Aquatic [-1]
Not Amphibious [+1]
Echoes Of The Beast [-1] Gives sonar, +1 to Alertness underwater, and the ability to talk to fish.
Fomor Magic [-0] Spellcasting requires nearby water rather than being prevented by it.
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Refinement [-16]
Mythic Strength [-6]
Supernatural Speed [-4]
Supernatural Toughness [-4]
Inhuman Recovery [-2]
The Catch (unknown) [+0]
Item Of Power (Throne Of Leviathan) [+2] granting:
Supernatural Sense [-3] (may project senses an essentially unlimited distance through water)
Demense [-1] (throne room at the bottom of the ocean)
Magic:
Evocation (Earth, Spirit, Water): +1 spirit control, +2 spirit power, +3 water control, +4 water power
Thaumaturgy: +1 crafting power, +2 crafting frequency, +3 Fomor magic control, +4 Fomor magic complexity
Foci: Orb Of The Seas (+2 offensive and defensive water power), Staff Of The Seas (+3 offensive and defensive water control), Crown Of Coral (+4 Fomor magic complexity)
Enchanted Items: 8 potion slots (strength 8, 3 uses/session)
Total Refresh Cost:
-47
Refresh Total:
-9

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #122 on: December 07, 2010, 10:26:16 PM »
Now that I'm done with the Fomors, I'm going to be completing a few more requests from cgodfrey, who is rapidly becoming my main source of inspiration. The current line-up is: Aztec Shaman, Kelpie (two versions), Rakshasa, Leviathan.

Concerning King Corb: the Throne Of Leviathan is not supported by anything from the books. I thought that King Corb was boring and decided that he needed an IoP, so I threw it in. Remember: there's no evidence that he doesn't have something like that.

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #123 on: December 08, 2010, 01:41:44 AM »
Aztec Shaman (Chest Deep)

High Concept: Aztec Shaman
Other Aspects: Blood Mage, Shapeshifter, Obsidian-Spiked War Club
Skills (Human Form):
Superb: Lore
Great: Weapons
Good: Endurance, Conviction, Discipline
Fair: Alertness, Athletics, Resources, Presence
Average: Survival, Contacts, Intimidation, Might
Skills (Panther Form):
Superb: Fists, Stealth
Great: Alertness, Athletics
Good: Endurance, Might
Fair: Survival, Investigation
Average: Conviction, Intimidation
Skills (Eagle Form):
Superb: Athletics, Alertness
Great: Investigation, Survival
Good: Fists, Endurance
Fair: Stealth, Lore
Average: Presence, Intimidation
Stunts:
Master Of Ceremonies (Lore): Use Lore instead of Performance to perform ceremonies related to Aztec religion.
Powers:
Thaumaturgy [-3]
Refinement [-2]
Lawbreaker (First) [-2]
Blood Drinker [-1]
Echoes Of The Beast [-1]
Beast Change (eagle) [-1]
Beast Change (panther) [-1]
Human Form [+1] affecting:
Inhuman Speed [-2]
Claws [-1]
Human/Panther Form [+0] affecting:
Wings [-1]
Human/Eagle Form [+0] affecting:
Inhuman Strength [-2]
Magic:
Thaumaturgy: +1 biomancy control, +2 blood magic complexity
Foci: Catoptromancy Mirrors (+1 divination complexity), Ritual Knife (+1 blood magic complexity)
Enchanted Items: Macuahuitl (Weapon 3 normally, Weapon 5 once/session), 1 potion slot (strength 5)
Total Refresh Cost:
-17
Refresh Total:
-9

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #124 on: December 08, 2010, 03:44:50 AM »
Kelpie (On The Beach)

High Concept: Seaweed Faerie
Other Aspects: Part Of The Environment, Vaguely Humanoid
Skills:
Good: Might, Fists
Fair: Endurance, Athletics, Alertness
Average: Lore, Survival, Stealth
Stunts:
Made Of Seaweed (Stealth): +2 to hide underwater.
Powers:
Aquatic [-1]
Long Reach [-1] (May make melee attacks and grapples from a zone away)
Inhuman Recovery [-2]
The Catch (cold iron) [+1]
Total Refresh Cost:
-4
Refresh Total:
0

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #125 on: December 08, 2010, 10:48:40 PM »
Kelpie (Feet In The Water)

High Concept: Aquatic Faerie Horse-Monster
Other Aspects: Controlled By The Bridle, The Rider Gets Eaten, Hide Like Glue
Skills:
Great: Might, Deceit
Good: Athletics, Endurance
Fair: Fists, Alertness
Average: Survival, Presence
Stunts:
Illusion Of Grandeur (Deceit): May use Deceit instead of Rapport to make a first impression.
Powers:
Aquatic [-1]
Echoes Of The Beast (horse) [-1]
Glamours [-2]
Incite Emotion (desire to ride the kelpie) [-1]
At Range [-1]
Lasting Emotion [-1]
Inhuman Strength [-2]
Inhuman Speed [-2]
Inhuman Toughness [-2]
The Catch (cold iron) [+1]
Total Refresh Cost:
-12
Refresh Total:
-6

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #126 on: December 10, 2010, 01:02:59 AM »
Turns out that the mythological Rakshasa and the Dungeons and Dragons one are totally different. So I'm statting them up seperately.

D&D-Style Rakshasa (Chest Deep)

High Concept: Rakshasa
Other Aspects: Hands On Backward, Physical Combat Is Ignoble
Skills:
Great: Deceit, Discipline, Lore
Good: Alertness, Conviction, Fists
Fair: Endurance, Performance, Athletics
Average: Investigation, Performance, Empathy
Stunts:
Spell Resistance (Endurance): Armour 1 against magic, stacks with Supernatural Toughness.
Master Of Disguise (Deceit): +2 to to Deceit when using it for disguises and impersonation.
Powers:
Claws [-1]
Supernatural Senses (darkvision, mind reading) [-2]
Evocation [-3]
Thaumaturgy [-3]
Refinement [-1]
Supernatural Toughness [-4]
The Catch (blessed crossbow bolts) [+2]
Magic:
Evocation (Fire, Earth, Spirit): +1 spirit control, +2 spirit power
Thaumaturgy: +1 illusion complexity
Foci: Staff (+1 offensive and defensive spirit power and control)
Total Refresh Cost:
-15
Refresh Total:
-7
« Last Edit: December 10, 2010, 09:53:07 PM by Sanctaphrax »

Offline Belial666

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Re: Generic NPCs
« Reply #127 on: December 10, 2010, 05:28:29 PM »
Shadowspawn (Submerged)

High Concept: Spirit From the Void
Other Aspects: Outsider Scout, Elrditch Horror, Alien Mind
Skills:
Superb: Intimidate, Stealth
Great: Conviction, Discipline
Good: Endurance, Athletics
Fair: Alertness, Lore
Average: Survival, Burglary
Stunts:
Swift and Silent (Athletics): may move +2 zones without penalties as a supplemental action.
Powers:
Alien Mind [-1]  shadowspawn cannot sense emotions and visual illusions - since this is a beneficial "sense" it is priced as a level 1 supernatural sense.
Spirit Form [-3]
Cloak of Shadows [-1]
Touch of Madness [-3]  (like Incite Fear with Potent and Lasting upgrades - causes madness instead)
Spiritual Evisceration [-1]  (extra effect for touch of madness - in mindless creatures, attacks drain energy from the animating spirit instead of causing madness)
Tactile Telekinesis [-1]  shadowspawn can perform physical maneuvers and blocks at conviction+2
Supernatural Toughness [-4]
Living Nightmare [-1] (like living dead - catch is faith powers and banishment)
The Catch (Gold and Powers of Faith) [+3]
Total Refresh Cost:
-13
Refresh Total:
-3


Lesser Shoggoth (Submerged)

High Concept: Formless Horror
Other Aspects: Outsider Worker, Agressively Omnivorous
Skills:
Superb: Fists, Endurance
Great: Intimidate, Might
Good: Craftmanship, Conviction
Fair: Alertness, Lore, Athletics
Average: Survival, Stealth, Discipline
Stunts:
Disintegration Finesse (Craftmanship): +3 to craftmanship rolls when using Disintegrating Touch to shape inorganic material.
Powers:
Amorphous Form [-2] a shoggoth can reshape itself to fit through even tiny holes or crawl over most surfaces. It takes 2 less stress from extra shifts.
Disintegrating Touch [-2] a shoggoth's fist attacks and grapples are weapon 2 and ignore up to 2 points of armor. For the purposes of catches, extra damage is acid.
Inhuman Strength [-2]
Flesh-eater [-1]  this works exactly like blood-drinker only it applies to eating living matter
Mythic Toughness [-6]
Living Nightmare [-1] (like living dead - catch is faith powers and banishment)
The Catch (Electricity) [+3]
Unstoppable [-1]  a shoggoth's form can absorb most attacks. Against physical and mental attacks and maneuvers, a shoggoth uses endurance as its defense skill
Total Refresh Cost:
-13
Refresh Total:
-3

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #128 on: December 10, 2010, 09:52:28 PM »
Looks good, Belial. Thanks for explaining the powers so completely.

Incidentally, I forgot the Aspects for the D&D-Style Rakshasa. I'm correcting that now.

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #129 on: December 12, 2010, 12:39:10 AM »
The mythological descriptions of Rakshasa are too varied for a single stat block. Some accounts say that they are capable of shapeshifting and possession, but I've chosen to ignore them for the purposes of this character. I may decide to make a third Rakshasa someday, though.

Mythological Rakshasa (Chest Deep)

High Concept: Rakshasa
Other Aspects: Cannibal, Any Form Imaginable, either Reincarnation Of A Wicked Spirit OR Spawn Of God's Left Foot
Skills:
Great: Discipline, Fists, Lore
Good: Endurance, Conviction, Athletics
Fair: Alertness, Might, Deceit
Average: Stealth, Survival, Intimidation
Powers:
Venomous Claws [-3]
Inhuman Toughness [-2]
The Catch (Holy stuff, sunlight) [+1]
Blood Drinker [-1]
Feeding Dependency (spoiled food and human flesh) [+1] affecting:
Glamours [-2]
Thaumaturgy [-3]
Magic:
Thaumaturgy: +1 curse complexity
Foci: Ring (+1 curse complexity and control)
Total Refresh Cost:
-9
Refresh Total:
-1

Tbora

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Re: Generic NPCs
« Reply #130 on: December 12, 2010, 02:17:41 AM »
Could you do stats for necrothemed creatures?

Such as:

1)Kamikaze Zombie (A zombie that is basically a suicide bomber, it rushes and explodes for a Weapon: 4 zone attack, and dies in the process, very powerful in numbers of four or five or more in a single room, great for booby trap)
2)Zombie Birds (Eyes in the Sky, they  can go and scope out an area the player, and it can either report what it saw or its master can see through its eyes via a mirror or crystal ball or similar viewing device.)
3)Uber Zombie On Steroids (Basically for ancient human corpses 1000+ years, basically an upgrade on the standard zombie)
4) Zombie Chimera ( A zombie that has been created with different body parts of various creatures both humans and not to create a powerful but quite insane abomination. Several variations of these would be nice.)
5) Demon Souled Zombie (Zombies are powered by weak and quite stupid spirits of the Nevernever to animate them. What happens if you summon up a spirit that is neither weak nor stupid? Enter the Demon Souled Zombie, harder to create, but much tougher and more powerful. Have fun with this one, again I can see multiple variations for this depending on the demon spirit summoned.)
6) Shades - enslaved ghosts that can act as bodyguards and scouts as they can go through walls and see things your average creature can't)
7) Kracken Shade (the shade of a giant squid that has been summoned and bound to the necromancers will, it can move through walls, swim through the air, and attack several times at once because of the several tentacles up to a zone away.)
8) Zombie Dinosaurs ( We have Sue sure, but their are lots of dinosaur zombies I'd like to see other then a T-Rex, such as a Pterodactyl, Velociraptor, Brachiosaurus, Ankylosaurus, Triceratops, and a Stegosaurus.

I think this is enough to keep you real busy for a while, what do you think?

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #131 on: December 12, 2010, 03:36:23 AM »
Yes, that ought to keep me from getting bored. Thanks.

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #132 on: December 12, 2010, 08:04:05 PM »
Leviathan (Scuba Diving)

High Concept: Leviathan
Other Aspects: Primordial Beast Of The Sea, A Creature Without Fear, Five Hundred Metres Long, Rudimentary Intelligence
Skills:
Fantastic: Might, Endurance
Superb: Athletics, Fists
Great: Alertness, Survival
Good: Conviction, Intimidation
Fair: Investigation, Presence, Lore
Average: Performance, Discipline, Stealth, Scholarship
Stunts:
Monster Of The Sea (Fists): Inflicts +2 stress against waterbound enemies.
Swallow Whole (Might): +1 to maintain grapples.
Really Big Mouth (Might): take -2 penalty to hit an entire zone with a Fists attack or a grapple.
Powers:
Claws [-1]
Aquatic [-1]
Not Amphibious [+1]
Echoes Of The Beast [-1]
Unthinkable Size [-6]
Mythic Strength [-6]
Mythic Toughness [-6]
Inhuman Recovery [-2]
The Catch (unknown) [+0]
Physical Immunity [-8]
The Catch (Weapons rated 6 or higher) [+3]
Total Refresh Cost:
-30
Refresh Total:
-13

EDIT: Increased size power cost.
« Last Edit: May 21, 2011, 04:49:28 AM by Sanctaphrax »

Offline Belial666

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Re: Generic NPCs
« Reply #133 on: December 13, 2010, 02:49:19 AM »
A being that is larger than a battleship but without Legendary Might/Endurance?

Not to mention it only does 8 stress. Any stunts/powers to do extra damage, perhaps?

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #134 on: December 13, 2010, 03:57:40 AM »
That's what powers are for. It's got a lifting/breaking strength of 22 and it's flat-out immune to any weapon smaller than an anti-tank bazooka. Even then, it has Mythic Toughness. So I think that Fantastic skill is enough, although I can see why you would disagree.

As for the stress issue: good point. I'll give it a stunt. 10 stress is still less than it probably deserves, but I don't want each hit to be an automatic kill or even an automatic extreme consequence. Making it make sense should be easy with a bit of creative description. Something like: It misses you, but the massive wake that it leaves behind smashes you against the remains of your boat hard enough to shatter bones. Take 11 stress.