Author Topic: Generic NPCs  (Read 167548 times)

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #135 on: December 14, 2010, 01:48:46 AM »
Thousand year old zombie here. This guy was easy to make, since he's really just an upgraded version of the canon zombie. I decided to ignore the power upgrade per century guideline in the book since it maxes out with three mythics after six hundred years.

Uber-Zombie (Feet In The Water)

High Concept: Zombie
Other Aspects: One Thousand Years Old, My Drum Beats Like A Heart
Skills: 
Great: Weapons, Athletics
Good: Endurance, Intimidation
Fair: Might, Fists
Average: Stealth, Alertness
Powers:
Living Dead [-1]
Supernatural Strength [-4]
Supernatural Speed [-4]
Supernatural Toughness [-4]
Total Refresh Cost:
-13
Refresh Total:
-7

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #136 on: December 14, 2010, 02:28:58 AM »
Demonic Zombie (Up To Your Waist)

High Concept: Demonic Zombie
Other Aspects: Demonic Mutations, My Drum Beats Like A Heart
Skills: 
Great: Fists, Might
Good: Endurance, Athletics
Fair: Alertness, Intimidation, Discipline
Average: Stealth, Conviction, Presence, Lore, Deceit
Powers:
Human Guise [-0]
Living Dead [-1]
Demonic Copilot [-1]
Claws [-1]
BRAAAINS! [-1] (treat as Blood Drinker)
Supernatural Strength [-4]
Inhuman Speed [-2]
Inhuman Toughness [-2]
Total Refresh Cost:
-12
Refresh Total:
-5

Tbora

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Re: Generic NPCs
« Reply #137 on: December 14, 2010, 02:33:02 AM »
Demonic Zombie (Up To Your Waist)

High Concept: Demonic Zombie
Other Aspects: Demonic Mutations, My Drum Beats Like A Heart
Skills: 
Great: Fists, Might
Good: Endurance, Athletics
Fair: Alertness, Intimidation, Discipline
Average: Stealth, Conviction, Presence, Lore, Deceit
Powers:
Human Guise [-0]
Living Dead [-1]
Demonic Copilot [-1]
Claws [-1]
BRAAAINS! [-1] (treat as Blood Drinker)
Supernatural Strength [-4]
Inhuman Speed [-2]
Inhuman Toughness [-2]
Total Refresh Cost:
-12
Refresh Total:
-5

You may want to consider Breath Weapon: Fire (to represent the demons Hellfire), depending on how powerful the spirit powering it is.

Tbora

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Re: Generic NPCs
« Reply #138 on: December 14, 2010, 02:37:31 AM »
Oh and another request, a Zombie "d"ragon (note the lower case) as that would make a kickass mount.

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #139 on: December 14, 2010, 03:19:48 AM »
This isn't the only demonic zombie. I have plans for two more: one with Incite Emotion and one with Sponsored Magic: Hellfire. I considered Breath Weapon, but in the end I decided that Claws was more zombie-like. Feel free to change that if and when you use these in game.

And the zombie dragon idea is noted.

Offline Belial666

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Re: Generic NPCs
« Reply #140 on: December 14, 2010, 10:55:00 PM »
Here is a scary new creation of mine. Want to have that gang be utterly controlled by the same spirit? Want to have that crazy new religious cult be the vessel of a demon? Want a Sauron-like spiritual entity corrupt and direct an entire nation or a non-physical Fallen start a world war or make a decent attempt at Armageddon?

Now you can.



Legion Demon (Deep One)
High Concept: Nomen mihi Legio est quia multi sumus
Other Aspects: "Chainer of Nations", "Betrayer of Hope", "Prince of Rosh Meshech and Tubal"
Skills:  
+7: Intimidate, Deceit
+6: Discipline, Rapport, Presence
+5: Conviction, Empathy, Lore
Other skills depend on the vessel
Powers:
[-3] Spirit Form
[-8] Physical Immunity - Legion demons cannot be physically destroyed, though their vessels can. They are only subject to banishment.
[-8] Divided Presence - Legion demons are not subject to mental effects unless those effects are applied to more than half the pieces of their divided consciousness (see below)
[-5] Incite Loyalty - at range, lasting, potent. May use Rapport (diplomacy), Intimidation or Deceit as the base skill, depending on the situation.
[-5] Domination: Possession
[-2] Master Dominator
[-1] Souleater - spirit equivalent of blood drinker
[-2] Far-reaching Grasp - Legion demons can use mental powers at long range, usually line of sight
[-8] Mass Manipulation - Legion demons can incite emotions over 4 zones at once.
[-8] Mass Domination - Legion demons can use domination (including possession or master dominator) over 4 zones at once. Victims still have to be willing or helpless - though this is rarely a problem after the Legion demon has applied Incite Loyalty first.
[-3] Senses: Eyes an Ears of the Slave - Legion demons can see and hear the events around any dominated minions and have a general sense of events around fanatically loyal minions that are not possessed yet. They are never confused or overwhelmed by that sense though they must travel to individual minions (see below) to use senses other than sight and hearing.
[-4] Mindwalker - provided a Legion demon has managed to fully dominate (i.e. take out) multiple victims, they can travel from one to another, exchanging hosts they possess, just like a being with worldwalker and swift transition would walk between worlds. They can even shift to other masses of minions (see mass domination), provided they don't exceed the limits of 4 zones at once, regardless of how far apart those zones are physically. The only limitation is that the victims are part of the same social structure; the same family, the same political group, even the same nation or religion, provided they share the same strong ideology.
[-2] Diabolism - Legion demons can apply terrifying changes upon the world, not because they are powerful spellcasters themselves -they only have basic thaumaturgic abilities- but because they could easily force hundreds, even thousands of people to sacrifice anything for them.
Total Refresh Cost:
-59
Refresh Total:
-21
« Last Edit: December 14, 2010, 11:04:05 PM by Belial666 »

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #141 on: December 15, 2010, 09:58:24 PM »
Demonic Zombie (Up To Your Waist)

High Concept: Demonic Zombie
Other Aspects: Demon Of Pain, My Drum Beats Like A Heart
Skills: 
Great: Fists, Athletics
Good: Endurance, Discipline
Fair: Alertness, Intimidation, Deceit
Average: Stealth, Conviction, Presence, Lore, Might
Stunts:
Touch Of Pain (Fists): Use Fists instead of Deceit for Incite Emotion.
Powers:
Human Guise [-0]
Living Dead [-1]
Demonic Copilot [-1]
Incite Lasting Potent Pain [-3]
Inhuman Strength [-2]
Inhuman Speed [-2]
Inhuman Toughness [-2]
Total Refresh Cost:
-12
Refresh Total:
-5

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #142 on: December 16, 2010, 01:17:19 AM »
Demonic Zombie (Up To Your Waist)

High Concept: Demonic Zombie
Other Aspects: The Fires Of Hell, My Drum Beats Like A Heart
Skills: 
Great: Conviction, Discipline
Good: Endurance, Athletics
Fair: Alertness, Fists, Lore
Average: Might, Intimidation, Deceit, Presence, Stealth
Stunts:
Powers:
Human Guise [-0]
Living Dead [-1]
Demonic Copilot [-1]
Sponsored Magic (Hellfire) [-4]
Inhuman Strength [-2]
Inhuman Speed [-2]
Inhuman Toughness [-2]
Magic:
Foci: Shinbone Wand (+1 offensive Hellfire power and control), Skull Helmet (+2 Hellfire complexity)
Total Refresh Cost:
-12
Refresh Total:
-5

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #143 on: December 17, 2010, 03:36:38 AM »
Zombie Bird (On The Beach)

High Concept: Zombie Bird
Other Aspects: Eye In The Sky, My Drum Beats Like A Heart
Skills: 
Good: Alertness, Athletics
Fair: Investigation, Fists
Average: Survival, Intimidation, Stealth, Endurance, Lore
Powers:
Share Senses [-1] (Homebrew power based on Supernatural Sense. Allows bird to project sense data through a thaumaturgical link.)
Diminutive Size [-1]
Living Dead [-1]
Wings [-1]
Claws [-1]
Inhuman Speed [-2]
Total Refresh Cost:
-7
Refresh Total:
-3

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #144 on: December 17, 2010, 08:51:23 PM »
Zombie Velociraptor (Feet In The Water)

High Concept: Zombie Velociraptor
Other Aspects: Unliving Fossil, My Drum Beats Like A Heart, Pack Hunter
Skills: 
Great: Fists, Athletics
Good: Endurance, Survival
Fair: Might, Stealth
Average: Intimidation, Alertness
Powers:
Pack Instincts [-1]
Living Dead [-1]
Claws [-1]
Inhuman Strength [-2]
Supernatural Speed [-4]
Inhuman Toughness [-2]
The Catch (unknown) [+0]
Total Refresh Cost:
-11
Refresh Total:
-5

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #145 on: December 17, 2010, 11:05:25 PM »
Zombie Stegosaurus, Anklosaurus, or Triceratops (Chest Deep)

High Concept: Zombie Dinosaur
Other Aspects: Unliving Fossil, My Drum Beats Like A Heart, Big As A Truck
Skills:
Superb: Might, Endurance
Great: Fists, Athletics
Good: Survival, Alertness
Fair: Intimidation, Investigation
Average: Conviction, Lore
Powers:
Living Dead [-1]
Claws [-1]
Hulking Size [-2]
Supernatural Strength [-4]
Mythic Toughness [-6]
Total Refresh Cost:
-14
Refresh Total:
-6

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #146 on: December 18, 2010, 08:50:35 PM »
Kamikaze Zombie (Hydrophobe)

High Concept: Zombie Bomb
Other Aspects: My Drum Beats Like A Heart, Strength In Numbers
Skills:
Fair: Endurance, Fists
Average: Athletics, Alertness, Intimidation, Survival, Stealth, Investigation
Powers:
Living Dead [-1]
Pack Instincts [-1]
Selfdestruct [-1] (May make a weapon: 4 zonewide attack using Fists by sacrificing self. Multiple Selfdestruct uses in the same zone are counted as one attack with a +2 bonus for each Selfdestruct after the first)
Total Refresh Cost:
-3
Refresh Total:
-1

Offline devonapple

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Re: Generic NPCs
« Reply #147 on: December 18, 2010, 09:33:00 PM »
Sphinx (Chest Deep)
High Concept: Sphinx
Other Aspects: Guardian Beast, Master Of Riddles, Sphinx Means "To Strangle"

I'm wondering if the Sphinx should maybe have a variant of Incite Lasting Emotion.
"Like a voice, like a crack, like a whispering shriek
That echoes on like it’s carpet-bombing feverish white jungles of thought
That I’m positive are not even mine"

Blackout, The Darkest of the Hillside Thickets

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #148 on: December 19, 2010, 12:09:53 AM »
Why?

Offline Belial666

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Re: Generic NPCs
« Reply #149 on: December 19, 2010, 01:49:02 AM »
OK, more scary monsters is the order of the day. The really scary thing in the last entry is brought to you by the Kemmler fan club. Enjoy.  :P




REVENANTS:
Revenants, like zombies, are dead bodies animated by some kind of spirit. Unlike zombies, something more than just a stupid animalistic spirit is animating them. Often not driven by necromancy, they are the body the spirit wears so it can walk the Earth, instead of making one out of ectoplasm. Powerful (or foolhardy) necromancers and summoners attempt to make revenants; this is rarely a good idea. Revenants function much like black court vampires - free willed undead with freakish supernatural powers depending on the type of spirit animating them. How smart and strong they are depends on what type of spirit animates them.


Hunger Revenant (submerged)
(a hunger spirit bound to a corpse, resulting in how most people envision undead)
High Concept: Classic Zombie
Other Aspects: "Braaiiins", "The Virus"
Skills:
Superb: Endurance
Great: Fists, Might
Good: Athletics, Intimidate
Fair: Alertness, Conviction
(no other skills - they make no sense for a being driven by hunger)
Stunts:
Swing for the Fences - for bite
Powers:
[-1] Living Dead
[-1] Unfeeling Flesh - use endurance for defense against attacks - but not physical maneuvers; a revenant is no harder to trip than the human it used to be.
[-1] Supernatural Toughness - catch is decapitation/destruction of head
[-2] Inhuman Strength
[-3] Bite (claws power)  - Poisoned (see below)
[-1] Fleasheater (like blood-drinker but for flesh)
[-2] Spread the Hunger - humans killed by the revenant's bite or supernatural infection serve as a call for another hunger spirit to cross the veil and possess them; they rise as revenants within the hour.
Total Refresh Cost: -12
Refresh Total: -2


Rage Revenant (submerged)
(a rage spirit animating a corpse, leading it to attack whatever it hated in life - as well as anything else)
High Concept: Revenge from the Grave
Other Aspects: "Hate Made Flesh", "Ruinous Rage"
Skills:
Superb: Endurance, Fists
Great: Might, Athletics
Good: Intimidate, Conviction
Fair: Alertness, Weapons
Average: Survival, Presence
Stunts:
Swing for the Fences - for claws
Powers:
[-1] Living Dead
[-1] Unfeeling Flesh - use endurance for defense against attacks - but not physical maneuvers; a revenant is no harder to trip than the human it used to be.
[-1] Supernatural Toughness - catch is fire
[-4] Supernatural Strength
[-1] Claws
[-4] Physical Immunity - catch is any form of attack that isn't purely material
Total Refresh Cost: -13
Refresh Total: -3


Pact Revenant (snorkelling)
(a damned soul that, through a deal with a demon or similar power returns to life in an animated body - sometimes not their own - to perform some service)
High Concept: Damned Man Walking
Other Aspects: "Twisted Purpose", "Baneling"
Skills:
Superb: Endurance
Great: Fists
Good: Conviction
Fair: Alertness
Average: Lore
(add up skills till 40 skill pts are reached. Those skills are chosen from those the Revenant had in life, though they can be further improved)
Powers:
[-1] Living Dead
[-1] Unfeeling Flesh - use endurance for defense against attacks - but not physical maneuvers; a revenant is no harder to trip than the human it used to be.
[-2] Supernatural Toughness - catch is powers of faith
[-3] Death Pact - like blood drinker but it applies to murders with any direct means, though it is limited to humans. A Pact Revenant can heal up to 3 times per scene.
Inhuman Strenght
[-1] The Dark One's Plaything - as "guide my hand" only the dark power that brought them back arranges coincidence - often to unpleasant results.
Memories - a pact revenant remembers up to 6 points worth of powers or stunts they had in life.
Total Refresh Cost: -16
Refresh Total: -3


Void Revenant (in a submarine)
(a human corpse powered by a nonphysical outsider)
High Concept: Undead Horror from Beyond
Other Aspects: "Portrent of the Apocalypse", "Utterly Alien", "Walking Violation"
Skills:
Fantastic: Conviction, Endurance
Superb: Discipline, Might
Great: Fists, Intimidate
Good: Presence, Lore
Fair: Alertness, Scholarship
Average: Weapons, Stealth
Powers:
[-1] Living Dead
[-1] Unfeeling Flesh - use endurance for defense against attacks - but not physical maneuvers; a revenant is no harder to trip than the human it used to be.
[-4] Mythic Toughness - catch is powers of faith
[-9] Modular Ability 8, modified by Human Form
[-4] Outsider Magic - similar to Necromancy, gives bonuses for Outsider magic instead. The foci are usually unholy runes carved into the corpse's body.
[-8] Walking Violation - Void Revenants are walking violations of the natural order of the universe, leeching all energy out of it. The zone a Void Revenant is in is treated as a Legendary threshold, except against the powers of undead and outsiders. This does not stop supernatural creatures from entering like a full threshold does; it merely diminishes their power. Supernatural creatures with too little power to survive simply crumble to dust.
Total Refresh Cost: -27
Refresh Total: -6



Abyss Revenant (Deep One)
(the highest violation of the 5th law; the full return of a centuries or millennia dead soul of a once-powerful mortal from beyond the borders of life)
High Concept: Back from the Abyss
Other Aspects: "The End is Nigh", "Devourer of Souls", "In Strange Eons Even Death Might Die", "Walking Violation"
Skills:
Epic: Conviction, Intimidate
Fantastic: Discipline, Fists
Superb: Alertness, Athletics
Great: Lore, Presence, Empathy
Good: Scholarship, Stealth, Weapons
Fair: Survival, Bows, Deceit
Average: Burglary, Investigation, Rapport
Powers:
[-3] Apocalyptic Vision - anyone connecting to an Abyss Revenant with psychic powers or supernatural senses is forced to suffer an apocalyptic vision, as if they had used The Sight on them, with all the appropriate checks and results. Those ignorant enough or deranged enough to use The Sight on an Abyss Revenant get twice the backlash; once for Apocalyptic Vision and once for their actual use of The Sight.
[-1] Living Dead
[-3] Spirit Form (horrendous)
[-4] Incite Fear - at range, lasting, potent
[-2] Grasping Darkness - Abyss Revenants can manifest their horrendous ability to destroy minds as tentacles of darkness that can physically manipulate and attack the world. Regardless of what improvements their mental powers have, this is limited to the zone they're in, and conviction is used instead of intimidate.
[-2] Far-reaching Grasp - Abyss Revenants can use mental powers at long range, usually line of sight
[-8] Mass Manipulation - Abyss Revenants can incite emotions over 4 zones at once.
[-5] Domination Posession
[-1] Essence Transference - when an Abyss Revenant physically violates a being by posessing it, the appearance of the body changes to conform to the revenant's and the revenant can fully use their powers in the new body if they are willing to surpress the powers and abilities of the victim.
[-4] Stygian Necromancy - similar to Kemmlerian Necromancy. Replace psychomancy with ectomancy. Abyss Revenants do not have foci; they take all their slots as open "potion" slots. Each time the revenant destroys (takes out) the spirit of a being with mental powers, they can store one consequence of the victim into a slot. Those consequences can then be used at any time to fuel magic.
[-1] Spirit Made Flesh - Abyss Revenants exist because they believe they exist; they use conviction as defense against mental and physical attacks and maneuvers
[-8] Physical Immunity - the catch is unknown, though significantly powerful artifacts of faith like the Sword of the Cross should be able to harm them
[-8] Walking Violation - Abyss Revenants are walking violations of the natural order of the universe, leeching all energy out of it. The zone an Abyss Revenant is in is treated as a Legendary threshold, except against the powers of undead and outsiders. This does not stop supernatural creatures from entering like a full threshold does; it merely diminishes their power. Supernatural creatures with too little power to survive simply crumble to dust.
Total Refresh Cost: -50
Refresh Total: -12
« Last Edit: December 19, 2010, 01:51:43 AM by Belial666 »