Author Topic: Generic NPCs  (Read 167555 times)

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #195 on: January 27, 2011, 05:11:17 AM »
Banshee (Hydrophobe)

High Concept: Banshee
Other Aspects: Harbinger Of Death, Ghost Or Faerie?, Connected To The Great Gaelic Families, Washerwoman
Skills:
Good: Performance
Fair: Intimidation, Lore
Average: Presence, Stealth, Deceit
Stunts:
Mourning Wail (Performance): +2 to Performance when singing for someone who is about to die.
Improved Supernatural Senses (Lore): +2 to Lore for Supernatural Sense.
Powers:
Supernatural Sense [-1] (Foretelling death)
Spirit Form [-3]
Physical Immunity [-8]
The Catch (cold iron, salt, possibly other things) [+4]
Total Refresh Cost:
-10
Refresh Total:
-8

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #196 on: January 28, 2011, 10:57:56 PM »
Traffic Patrol Cop (Hydrophobe)

High Concept: Traffic Cop
Other Aspects: Just Doing His Job, Bottom Of The Totem Pole, Spends All Day In A Car
Skills:
Fair: Driving, Alertness
Average: Endurance, Athletics, Contacts, Intimidation, Guns, Fists
Stunts:
Police Driver (Driving): +2 to drive a police car.
Traffic Watcher (Alertness): +2 to car-related Alertness.
Total Refresh Cost:
0 (Pure Mortal)
Refresh Total:
2

Forensics Specialist (Hydrophobe)

High Concept: Forensic Examiner
Other Aspects: Pretty Nebbish For A Cop, Disturbingly Comfortable With Corpses
Skills:
Good: Scholarship
Fair: Craftsmanship, Contacts
Average: Guns, Alertness, Investigation
Stunts:
Forensic Eye (Scholarship): May use Scholarship to examine evidence.
Forensic Training (Scholarship): +2 to Scholarship for forensics.
Police Ties (Contacts): +2 to Contacts when dealing with other police officers.
Total Refresh Cost:
-1 (Pure Mortal)
Refresh Total:
1

Offline jadecourtflunky

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Re: Generic NPCs
« Reply #197 on: January 29, 2011, 01:38:14 AM »
Could you post some smugglers? (thugs and a leader).
Thanks for this thread... It helps a lot with my games.

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #198 on: January 29, 2011, 04:39:38 AM »
Glad you like it, jadecourtflunky. I`ve got your smugglers and Buscadera`s orks here. Feedback would be appreciated.

Smuggler (Hydrophobe)

High Concept: Smuggler
Other Aspects: Ratlike, Easy Money
Skills:
Good: Deceit
Fair: Resources, Alertness
Average: Burglary, Guns, Driving
Stunts:
Palm Greaser (Resources): +2 to Resources when using it to bribe someone.
Smuggler (Deceit): +2 to Deceit when using it to smuggle.
Total Refresh Cost:
0 (Pure Mortal)
Refresh Total:
2

Smuggler Kingpin (Feet In The Water)

High Concept: Kingpin Smuggler
Other Aspects: Master Of Sleaze, Underground Empire
Skills:
Great: Deceit
Good: Contacts, Resources
Fair: Alertness, Empathy, Rapport
Average: Presence, Burglary, Conviction, Discipline
Stunts:
Connected (Contacts): +2 to Contacts within organized crime.
The Boss (Contacts): May use Contacts to hire people.
Filthy Lucre (Resources): +2 to Resources when using it illicitly.
Palm Greaser (Resources): +2 to Resources when using it to bribe someone.
Smuggler (Deceit): +2 to Deceit when using it to smuggle.
Illusion Of Grandeur (Deceit): Use Deceit to make a good first impression.
Total Refresh Cost:
-4 (Pure Mortal)
Refresh Total:
2

Ork (Hydrophobe)

High Concept: Ork
Other Aspects: Tribesman, Brutish But Not Monstrous
Skills:
Good: Weapons
Fair: Fists, Might
Average: Endurance, Athletics, Intimidation
Powers:
Inhuman Strength [-2]
Inhuman Toughness [-2]
The Catch (Fire) [+1]
Total Refresh Cost:
-3
Refresh Total:
1

Ork Chieftan (Up To Your Waist)

High Concept: Ork Chieftan
Other Aspects: War Leader, Like Herding Cats, Strongest Man In The Tribe
Skills:
Great: Weapons, Might
Good: Presence, Endurance
Fair: Alertness, Intimidation, Fists
Average: Athletics, Conviction, Contacts, Resources, Performance
Stunts:
War Leader (Weapons): +1 to Weapons when commanding other orcs in combat.
Footwork (Weapons): Defend against all attacks with Weapons.
Leadership (Presence): +1 to lead a group, leading a group is one time increment faster.
Powers:
Inhuman Strength [-2]
Inhuman Toughness [-2]
The Catch (Fire) [+1]
Total Refresh Cost:
-6
Refresh Total:
1

Ork Shaman (Chest Deep)

High Concept: Ork Shaman
Other Aspects: Spiritual Leader, Tribal Drummer, Executor Of The Ancestors` Will
Skills:
Great: Conviction, Lore
Good: Discipline, Endurance, Performance
Fair: Presence, Might, Fists, Alertness
Average: Athletics, Contacts, Craftsmanship, Scholarship, Intimidation
Powers:
Sponsored Magic (Ork Ancestors) [-4]
Inhuman Strength [-2]
Inhuman Toughness [-2]
The Catch (Fire) [+1]
Total Refresh Cost:
-7
Refresh Total:
1
« Last Edit: January 29, 2011, 04:41:11 AM by Sanctaphrax »

Offline jadecourtflunky

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Re: Generic NPCs
« Reply #199 on: January 29, 2011, 12:53:17 PM »
They look great. Thanks.

Offline Buscadera

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Re: Generic NPCs
« Reply #200 on: January 29, 2011, 03:15:32 PM »
The orks look great. Thanks!
"Gus, I'm a lyrical gangster. I'll use some colorful vernacular and if necessary, you'll engage in fisticuffs" -Shawn Spencer

"Doesn't that suck? I just hit you for no reason. I don't even know why." -Harry Lockhart

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #201 on: January 29, 2011, 07:37:16 PM »
Nice as it is to hear praise, I was hoping for constructive criticism. I'm sure there's something that you think is off...

Anyway, here's the spy. I decided that he ought to have a lot of fate points, so I didn't give him as many stunts as I could have. I may do more spies if inspiration strikes me, since this one doesn't cover all the bases.

Spy (Chest Deep)

High Concept: Spy
Other Aspects: Master Of Disguise, Trained Killer
Skills:
Great: Deceit, Fists, Guns
Good: Alertness, Endurance, Discipline
Fair: Burglary, Investigation, Athletics
Average: Presence, Conviction, Stealth
Stunts:
Impersonator (Deceit): +2 to Deceit when impersonating someone, may perform full impersonations given time to prepare.
Make-Up Artist (Deceit): +2 to create disguises.
Footwork (Fists): Use Fists to defend against everything in combat.
Nasty Infighter (Fists): May use Fists to grapple.
Total Refresh Cost:
-2 (Pure Mortal)
Refresh Total:
6

Offline Katarn

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Re: Generic NPCs
« Reply #202 on: January 31, 2011, 11:17:05 PM »
Credit goes to Buscadera: He came up with the idea, I formulated possible powers, he translated into in-game mechanics.  I fleshed out the story a little, here.

Molemen operate in small packs (usually a dozen or less).  Not Fae, they serve various Earthen spirits.  Most of the time they serve the Spirit's down below, but occasionally are commanded by their masters to venture to the surface.  They usually travel with at least one or two higher-level Molemen in case of a cave collapse (escape into the NeverNever).  As often as not, a mortal may make a deal with one of these Earthen deities to "borrow" these creatures for their own designs.


Stunts/Powers:
*Inhuman Strength [-2]
*Inhuman Toughness [-2]
*Claws [-1]
*Cloak of Shadows [-1].
Total Refresh: 6

 The higher-level ones have Worldwalker [-2] (Refresh 8 ).  There is always at least one of these in a pack.
« Last Edit: January 31, 2011, 11:18:44 PM by Katarn »

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #203 on: February 02, 2011, 10:30:44 PM »
I'd love to see this idea developed some more. What sort of skills were you planning to give these molemen? And what did you have in mind for their deities?

Vampire Poser (Hydrophobe)

High Concept: Vampire Impersonator
Other Aspects: Might Well Think That He's The Real Thing, A Real Vampire's Lunch, Drama Monarch, Creature Of The Night
Skills:
Good: Performance
Fair: Rapport, Presence
Average: Scholarship, Stealth, Empathy
Stunts:
Method Actor (Performance): May use Performance instead of Deceit to impersonate a vampire, may create vampire disguise that will stand up to inspection.
Vampires Are Scary (Performance): May use Performance to intimidate when impersonating a vampire.
Vampire Poser (Performance): +2 to Performance when Impersonating a vampire.
Total Refresh Cost:
-1 (Pure Mortal)
Refresh Total:
1

Offline jadecourtflunky

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Re: Generic NPCs
« Reply #204 on: February 02, 2011, 10:40:35 PM »
That guy looks like the kind of guy who gets his face broken when he tries to scare a jumpy PC :) ....

Offline bibliophile20

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Re: Generic NPCs
« Reply #205 on: February 03, 2011, 12:38:40 AM »
That guy looks like the kind of guy who gets his face broken when he tries to scare a jumpy PC :) ....
If he's lucky.  If he tries to jump--or even walk menacingly--near a wizard, he might just end up roasted.
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#12. If the seemingly helpless person you have just cornered is confident and unafraid despite being outnumbered and surrounded, you have encountered a Hero in disguise. Run while you still can.

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Offline jadecourtflunky

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Re: Generic NPCs
« Reply #206 on: February 03, 2011, 01:13:24 AM »
Hey, can you stat up various ghosts? I'm playing as a ghost-speaker in an upcoming game, and it may help my GM if I end up on the bad end of one.

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #207 on: February 03, 2011, 02:55:56 AM »
The funny thing is that the Vampire Poser is actually very good at posing as a vampire. Superb, in fact. But he still comes across as a loser.

And yes, I can do ghosts. As it happens, I already had a request for a guardian ghost on my list. It'll be up soonish.

Offline Katarn

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Re: Generic NPCs
« Reply #208 on: February 03, 2011, 03:02:09 AM »
I'd love to see this idea developed some more. What sort of skills were you planning to give these molemen? And what did you have in mind for their deities?

Well, initially they were just a plot device for a guest star story, and we decided to flesh them out a little.  If we encounter them in-game (which I'll be pushing with my GM), I'll stat them up further in another post.  As for deity, just generic earth spirits (not anything Cthulu-level- more like non-Fae spirits as strong or weaker than your average Sidhe.)  Maybe one or two were worshiped long ago, but the majorities are just entities (like ones Harry could summon up).  They make deals to loan out the molemen with a variety of mortals, so they're not necessarily too powerful (ie not very selective).

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #209 on: February 03, 2011, 11:11:29 PM »
Ghost, Oath Bound To Protect, To Death And Beyond (Chest Deep)

High Concept: Ghostly Bodyguard
Other Aspects: Oathbound, Undying Honour, Never Ever Ever Ever Give Up
Skills:
Superb: Weapons
Great: Alertness, Conviction
Good: Discipline, Endurance
Fair: Athletics, Might, Fists, Empathy
Average: Presence, Rapport, Intimidation, Investigation, Lore
Stunts:
Parry Everything (Weapons): Use Weapons for physical defence.
Defend My Charge (Weapons): Attacks inflict +2 stress when fighting in defence of his charge.
Protector (Weapons): +2 to blocks designed to protect his charge.
Paranoid? Certainly. (Alertness): +2 to avoid surprise.
Powers:
Spirit Form (Poltergeist) [-5]
Inhuman Strength [-2]
Physical Immunity [-8]
The Catch (Anyone the ghost has acknowledged, ghost dust, etc) [+2]
Swift Transition (No Mortal Home) [-1]
Total Refresh Cost:
-18
Refresh Total:
-10