Author Topic: Generic NPCs  (Read 167442 times)

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #765 on: April 01, 2013, 05:18:58 AM »
Sure, I could do something like that.

But not right now. Too tired to stat things tonight.

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #766 on: April 01, 2013, 06:14:26 PM »
Alright, here's a fungal pit monster. It has the Mindless custom Power, which you can find on the list.

I decided to focus on grappling and not on poison, but you can change that easily enough by adding Venomous Claws/Natural Weaponry and swapping Might with Fists.

Fungus Pit Monster (Hydrophobic)

High Concept: Fungus Pit Monster
Other Aspects: Ambush Predator, No Brain
Skills:
Good: Might
Fair: Fists, Stealth
Average: Endurance, Alertness, Investigation
Stunts:
Hide Underground (Stealth): +2 to Stealth when hiding in an area with soft earth to burrow into.
Powers:
Mindless [-0]
Blood Drinker [-1]
Inhuman Strength [-2]
Inhuman Toughness [-2]
Inhuman Recovery [-2]
The Catch (Fire, cold, and herbicides) [+3]
Total Refresh Cost:
-5
Refresh Total:
-3

Offline Troy

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Re: Generic NPCs
« Reply #767 on: May 03, 2013, 02:49:00 PM »
Demons ala Supernatural

Description: In their "natural form" they appear as man-sized clouds of black smoke. They have the ability to possess mortal hosts which means they can look like anyone.

What We Know: These beings were once mortal souls who were, through some terrible twist of fate, condemned to eternity in Hell. All traces of humanity were stripped away over lifetimes of tortures at the hands of other demons. Demons have a twisted hierarchy enforced through ruthlessness and force. They respect nothing and fear only power. There is only one rule among demonkind: make a deal, keep a deal. Otherwise, anything (and everything) goes.

Powers: Demons possess Gaseous Form as their natural state of existence. They are otherwise unable to affect anything in the mortal world without using their power of Possession, which can only be used when they are in their black smoke state. Once inside a mortal host, they practically unkillable, ignoring Physical Stress and Consequences. Physical attacks only harm the host, who will likely die should the demon flee its host. Some powerful demons posses Channeling or Evocation, and other powers. Demons who were mortal practitioners in life retain their abilities to cast spells.

Weaknesses: Holy water, salt, containment circles, exorcism rituals and the like.
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Offline S1C0

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Re: Generic NPCs
« Reply #768 on: May 06, 2013, 06:31:35 AM »
at Sanctaphrax

I was wondering if you could stat out various golems and Homunculus
Composed of different materials and all having different jobs
like a wooden golem as a guard or decoy
and if you have time their crafting complexity
Vae Victus

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #769 on: May 07, 2013, 02:21:22 AM »
Sure.

I've previously written up a bunch of stuff like that. Unfortunately most of that stuff is outdated, because it used the old and lousy versions of custom Powers.

I suppose some updates are in order...I'll do that now.

Homunculus (Feet In The Water)

Homunculi are miniature humans created through alchemy. They cannot survive exposure to air and so are usually kept inside glass jars or flasks. Their role is similar to that of Bob in the novels: to advise their creator on matters of magic. There are rumors of larger homunculus that can live outside of jars, but these are unproven.

A homunculus that can see the future is complexity 19 to create. One that cannot is complexity 18.

High Concept: Little Man in a Jar
Other Aspects: Can't Survive Outside The Jar, Loremaster's Assistant, Not Always Honest
Skills:
Great: Lore
Good: Scholarship, Deceit
Fair: Empathy, Alertness, Discipline
Average: Presence, Conviction, Rapport, Investigation
Stunts:
Occultist (Lore): A homunculus gets +1 to Lore for a given field of the Lore skill and a further +1 for a speciality within that field.
Magical Advisor (Lore): The homunculus's Lore skill complements the Lore skills of the characters that the homunculus advises.
Powers:
Diminutive Size [-1]
Mental Library [-2]
Prophecy [-1] (Sometimes)
Total Refresh Cost:
-5 or -6
Refresh Total:
1 or 0

Flesh Golem (On The Beach)

Flesh golems are a type of construct made from several corpses stitched together. Unlike most golems, they can be created using necromancy.

The qualities of a flesh golem vary greatly depending on the corpses used to make it. Average flesh golems are simple servitors, good only for unskilled labour and low-level combat. But when an exceptional corpse is used to make a flesh golem, the resulting golem can possess a great variety of extraordinary abilities.

The creation of a flesh golem generally occurs after a wizard kills a powerful enemy or loses a powerful ally. Knowing that to waste such a potent corpse would be horribly wasteful, the wizard contacts one of the few Council members who specializes in the grey magic of necromancy. The necromancer then buys the corpse and adds it to his collection of preserved bodies, until eventually someone else contacts him looking for a servant with a characteristic that the corpse had in life. Then the necromancer dredges up the body and makes a golem.

The creation of the above golem requires a ritual of complexity 18 before modifications. If the golem was made out of totally unexceptional corpses, it would lack Mimic Abilities + Superior Programming and so it would require only complexity 14.

High Concept: Flesh Golem
Other Aspects: Mindless Servant of X, Made Out Of The Corpses Of Y and Z
Skills: 
Good: Fists, Endurance
Fair: Intimidation, Weapons, Might
Average: Alertness, Athletics, Investigation
Powers:
Semi-Animate [-1]
Mindless [-0] (See custom powers thread)
Inhuman Strength [-2]
Inhuman Toughness [-2]
The Catch (unknown) [+0]
Mimic Abilities + Superior Programming [-4]
Total Refresh Cost:
-9
Refresh Total:
-5

Iron Golem (Chest Deep)

Iron golems are probably the most common type of golem. They're strong, durable, and effective against the fey. But that isn't the main reason for their popularity.

More important than any of the above is the fact that a wizard can hide inside an iron golem when things get ugly. Wizards tend to be fragile and a bit cowardly, so ten thousand pounds of animated metal makes a good place for them to be in a fight. Generally, a group of wizards sits inside the belly of the golem and hurls out evocations while the golem simply walks over all opposition. This strategy makes a good iron golem into the magical equivalent of a tank.

The popularity of the iron golem has led to great variety in their construction. Some of them are humanoid, while others walk on a dozen legs. Some are the size of a man, while others resemble moving buildings. Some are immune to magic, and a few even fly.

The stats given represent the standard model, which can carry up to 10 wizards into battle. It's slow and not all that good at fighting, but it's very strong and ludicrously tough. The complexity required to create it through a ritual is 36 before modifications.

High Concept: The Magical Equivalent Of A Tank
Other Aspects: Model #X, Made Of Iron, Mindless Servant Of Y
Skills: 
Superb: Might, Endurance
Great: Fists, Weapons
Good: Alertness, Intimidation
Fair: Presence, Athletics
Average: Investigation, Lore
Stunts:
Was That Supposed To Hurt? (Endurance): Use Endurance to defend against attacks, unless those attacks use The Catch or are at least as powerful as an anti-tank bazooka.
Protect The Master (Endurance): +2 to Endurance defence rolls when the golem's owner is inside it.
Puny Attacks...(Endurance): +1 physical armour when the golem's owner is inside it.
Powers:
Semi-Animate [-1]
Mindless [-0]
Hulking Size [-2]
Claws [-1]
Open Magical Compartment [-3]
Supernatural Strength [-4]
Supernatural Toughness [-4]
The Catch (rust monsters and rust magic) [+2]
Total Refresh Cost:
-16
Refresh Total:
-8

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #770 on: May 07, 2013, 02:44:36 AM »
Courier Capsule (Hydrophobic)

Complexity 13 to create.

High Concept: The Magical Equivalent Of A Carrier Pigeon
Other Aspects: Flies Like A Fly, One Track "Mind", Doesn't Know How To Give Up
Skills:
Good: Athletics
Fair: Stealth, Alertness
Average: Endurance, Might, Survival
Powers:
Mindless [-0]
Supernatural Sense [-1] (Can sense direction to destination)
Diminutive Size [-1]
Magical Compartment [-1]
Wings [-1]
Inhuman Speed [-2]
Total Refresh Cost:
-6
Refresh Total:
-4

Flying Harness (Feet In The Water)

Complexity 23 to manufacture.

High Concept: The Magical Equivalent Of A Jetpack
Other Aspects: Really Freaking Fast, Controlled By Verbal Commands
Skills:
Great: Athletics, Might
Good: Endurance, Fists
Fair: Alertness, Stealth
Average: Investigation, Lore
Stunts:
Person Carrier (Might): +2 to Might for lifting.
War Mount (Athletics): +2 to Athletics for dodging while someone is inside.
Powers:
Mindless [-0]
Open Magical Compartment [-3]
Wings [-1]
Supernatural Speed [-4]
Total Refresh Cost:
-10
Refresh Total:
-4

Flying Saucer (Feet In The Water)

Complexity 34 to construct.

High Concept: The Magical Equivalent Of A Black Helicopter
Other Aspects: Tractor Beam, UFO, Needs A Pilot
Skills:
Great: Might, Athletics
Good: Guns, Endurance
Fair: Alertness, Investigation
Average: Survival, Intimidation
Stunts:
Tractor Beam (Might): +1 to grapple.
Filled With Deadly Machines (Might): No penalty to grapples for supplemental actions to inflict stress.
Powers:
Mindless [-0]
Semi-Animate [-1]
Expanded Non-Restrictive Magical Compartment [-3]
Wings [-1]
Ranged Natural Weaponry [-2]
Hulking Size [-2]
Swallow Whole [-1]
Tractor Beam [-1] (Restricted Reach for grappling)
Supernatural Strength [-4]
Inhuman Speed [-2]
Supernatural Toughness [-4]
The Catch (hexing) [+2]
Total Refresh Cost:
-21
Refresh Total:
-15

Humongous Mecha (Chest Deep)

Complexity 44 to build.

High Concept: The Magical Equivalent Of A Gundam
Other Aspects: Super Robot, Needs A Pilot, This Is Not A Joke
Skills:
Superb: Weapons, Guns
Great: Might, Fists
Good: Athletics, Endurance
Fair: Intimidation, Alertness
Average: Investigation, Presence
Stunts:
Force Field (Athletics): +2 to dodge ranged attacks.
Laser Sword (Weapons): Laser sword attacks ignore 2 points of armour.
Powers:
Semi-Animate [-1]
Mindless [-0]
Titanic Size [-4]
Non-Restrictive Magical Compartment [-2]
Wings [-1]
Mythic Strength [-6]
Inhuman Speed [-2]
Mythic Toughness [-6]
The Catch (unknown) [+0]
Total Refresh Cost:
-24
Refresh Total:
-16

Flying Fortress (Feet In The Water)

Complexity 44 to make.

High Concept: The Magical Equivalent Of The Death Star
Other Aspects: Control Room, Apocalypse Cannon, Thousands Of Residents, Even Bigger On The Inside, Pretty Lousy AI
Skills:
Great: Guns, Might
Good: Endurance, Athletics
Fair: Alertness, Intimidation
Average: Fists, Investigation
Powers:
Mindless [-0]
Semi-Animate [-1]
Unthinkable Size [-6]
Expanded Open Magical Compartment [-4]
Selective Potent Ranged Area Natural Weaponry [-5]
Wings [-1]
Mythic Strength [-6]
Mythic Toughness [-6]
The Catch (attacks to the control core) [+2]
Physical Immunity [-8]
The Catch (heavy weapons, attacks to the control core) [+4]
Total Refresh Cost:
-31
Refresh Total:
-25

Chain Golem (Feet in the Water)

Complexity 24 to create.

High Concept: Chain Golem
Other Aspects: Implacable Hunter, Made Of Iron, Walking Prison
Skills:
Great: Might, Fists
Good: Endurance, Alertness
Fair: Intimidation, Athletics
Average: Presence, Investigation
Stunts:
Made Of Chains (Might): +1 to grapple.
Wrap You Good (Might): No penalty for supplemental aspect infliction in a grapple.
Full Of Holes (Athletics): +2 to dodge piercing attacks.
Powers:
Mindless [-0]
Construct [-1] (Living Dead reflavour)
Superior Hold [-2]
Inhuman Strength [-2]
Inhuman Toughness [-2]
Supernatural Sense [-1] (Use Alertness to determine direction to target, given ritual link to target.)
Total Refresh Cost:
-11
Refresh Total:
-5

And here's some fluff:

...Hm?

Oh...you want to know...about my creations, eh?

Well...the first one...was the courier capsule...back in the day...I was just an apprentice...had no phones...mail service was crap...carrier pigeons were a pain in the neck...needed a way to send messages...made a little flying box...worked great...so much safer than the Nevernever, you know...and you could send magic rings and stuff...not just letters...I'm still proud of that...after all these years...people still use these things...heck, they make all kinds of 'em...walking ones, swimming ones...Nevernever-travelling ones...all based on my design...sorry...probably don't wanna hear...an old man brag about his glory days...moving on...

Flying harness...was an old design...found it in this old book...it's like a witch's broom...moves you around...lets you fly...helps you dodge...real useful...used to make 'em for Wardens...looks creepy, I know...shaped like a disk...eyes on the bottom...wraps tentacles around you when you sit on it...but it works damn well...and now these kids...they make ones that look real nice...sorry...I'm rambling again...moving on...

Only ever made...two flying fortresses...one for the war against Kemmler...had to hide the children...he kept finding the hideouts...sending zombies...killing the kids...flying castle over the pacific was safe...well, safer...had to move it to the Nevernever after it got attacked...but it worked...kids lived...second one was made as a gift for Ferrovax...needed to apologize...wait...that's supposed to be secret...I didn't say anything...my first apprentice made a better one later...he was a good boy...

UFO...was a cheap joke...made it to mess with mortals...turned out to be a good design...made more...when we needed to round up hellcows...heh, that was fun...sorcerer stole the design...used it to collect human sacrifices...that wasn't so fun...but we put a stop to that...

The Mecha...I made for money...this mortal billionaire wanted to kick ass...wanted to move up the food chain...he was very specific...about how it should look...I think he was copying something he'd seen somewhere...dunno where...wish I did...this thing wasn't easy to make...the inspiration for it must've been impressive...maybe an Old God or something...anyway...later got an offer from this military guy...said he was with am-boss or something...wanted to buy another...but the Merlin said no...said it was risking the secrecy of magic...and likely to disrupt the world order...and anyway I didn't need money...can make anything I want with magic...raise a castle in an evening...and besides I'm already a multi-millionaire...turns out he was right...that's the Merlin for you...always looks out for me...I never realized I even had a bank account...the Council took care of it for me...so all a big waste of time...never needed the money in the first place...oh well...it was kinda fun...I'm drifting...

...I think that's all.

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #771 on: May 07, 2013, 03:39:37 AM »
That's it for old stuff.

Now for some new ones. A wooden golem that can serve as a sentry, and a plaster golem that can serve as a decoy.

Wood Golem (On The Beach)

Wooden golems are tough, but they aren't as tough as some other golems. They don't really need to be. They're intended as guards, not as soldiers.

And they make good guards. Although wooden golems aren't actually alive, they do have seeds. If planted these seeds will grow into beautiful little flowers that the golem can see and hear through.

Complexity 14 to create.

High Concept: Wood Golem
Other Aspects: Sentry, Flower Maker
Skills:
Good: Alertness, Weapons
Fair: Might, Fists, Athletics
Average: Endurance, Lore, Investigation
Powers:
Supernatural Sense (Sentry Flowers) [-1]
Mindless [-0]
Semi-Animate [-1]
Inhuman Strength [-2]
Inhuman Toughness [-2]
The Catch (Fire) [+1]
Total Refresh Cost:
-5
Refresh Total:
-1

Plaster Golem (Hydrophobic)

Plaster golems exist primarily to serve as body doubles for the wizards who make them. They can assume someone's form almost perfectly by taking a cast of their face, and though they aren't actually intelligent they can imitate intelligence. Plus they're tough enough to survive assassination attempts, and since their bodies are mutable they can shapeshift away injuries. So they're a pretty excellent tool for anyone who thinks someone might try to kill them soon.

Complexity 15 to create.

High Concept: Plaster Golem
Other Aspects: Limited Shapeshifting, Self-Repairing
Skills:
Good: Deceit
Fair: Fists, Might
Average: Endurance, Alertness, Athletics
Powers:
Mindless [-0]
Superior Programming (Disguise) [-1]
Semi-Animate [-1]
Mimic Form [-2]
Inhuman Toughness [-2]
Inhuman Recovery [-2]
Total Refresh Cost:
-8
Refresh Total:
-6

Offline S1C0

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Re: Generic NPCs
« Reply #772 on: May 07, 2013, 03:51:35 AM »
At Sanctaphrax

In a word EPIC

They look perfect for any aspiring artificer....

Any thoughts on a Igor-like Homunculus that might double as a sidekick apprentice artificer?

Vae Victus

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #773 on: May 07, 2013, 06:06:43 AM »
Igor-Like Homunculus (On The Beach)

Complexity 10 to create.

High Concept: Igor-Like Homunculus
Other Aspects: Sidekick Apprentice Artificer, Built-In Tools
Skills:
Good: Craftsmanship
Fair: Scholarship, Lore
Average: Conviction, Endurance, Performance
Stunts:
Stitch You Up (Scholarship): +2 to Scholarship for treating injuries.
Powers:
Diminutive Size [-1]
Magical Workshop [-1]
Total Refresh Cost:
-3
Refresh Total:
-1

Offline S1C0

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Re: Generic NPCs
« Reply #774 on: May 07, 2013, 06:14:59 AM »
Now All we need is Frankenstein's Monster Like a Big Bad Tardbeast or something

I think made for a chest deep campaign would be realistic
Vae Victus

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #775 on: May 07, 2013, 10:22:49 PM »
"Tardbeast"?

Can't say I like that term.

Anyway, if you want a big strong dumb thing there are plenty to choose from. They're all over the thread.

Offline S1C0

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Re: Generic NPCs
« Reply #776 on: May 08, 2013, 09:07:19 PM »
at Sanctaphrax

True, was not thinking very hard when i chose the phrase....

how about instead of an undead hulk it be a mastercrafted titan

a finalized project of a mix of science and magic to create the ''ideal'' form

Vae Victus

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #777 on: May 08, 2013, 09:54:03 PM »
That could be interesting.

So what do you have in mind for it, other than enormous strength and toughness?

Offline S1C0

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Re: Generic NPCs
« Reply #778 on: May 08, 2013, 10:11:31 PM »
at Sanctaphrax

a limited form of control over lightning would be cool

channeling with mutual damage shield to start perhaps....

natural weapons might also work if you word it right...

any thoughts on your end?
 
Vae Victus

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #779 on: May 08, 2013, 10:43:49 PM »
Flesh Mask or some other supernatural prettiness Power might be suitable. If it's a magi-scientific masterpiece, it might as well be an artistic one as well.