Author Topic: Generic NPCs  (Read 167516 times)

Offline ways and means

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Re: Generic NPCs
« Reply #615 on: February 07, 2012, 09:26:58 PM »
Clock Work Killers
High Concept: Magical Murderous Mechanical Monsters
Other Aspects: All Hail the Master, Yes My Lord, Death to Fleshies, Wound up to tight

Skills:
+4: Weapons, Athletics
+3: Alertness, Might
+2: Intimidation, Endurance
+1: Guns, Crafting 

Powers
Mechanical Marvel [-2]: Mechanical Marvels can function in most environments without a problem are immune to poison and do not need to breath. Mechanical Marvels do not recovery from consequences naturally and need to be repaired to work. But as all Mechanical Marvel parts are replaceable this means repairs can be quick and flawless.
Inhuman Strength [-2]
Inhuman Toughness [-2]

Stunts:
All Humans Must Die: +1 to weapons rolls against primitive Homo Sapiens   
Death to the Fleshy Ones: When using weapons to attack human add +2 stress
Gleeful Torturer: Add +2 to intimidation when you have opponents at your mercy.


 
« Last Edit: February 07, 2012, 09:32:15 PM by ways and means »
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Offline Sanctaphrax

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Re: Generic NPCs
« Reply #616 on: February 09, 2012, 12:00:02 AM »
I like these guys. Though I do wonder how Mechanical Marvel is different from Living Dead.

Offline wyvern

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Re: Generic NPCs
« Reply #617 on: February 09, 2012, 12:38:18 AM »
Looks like the big difference is ease / speed of repairs - though that could probably stand to be spelled out a little clearer, perhaps with specified time intervals for varying levels of consequence?

Offline ways and means

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Re: Generic NPCs
« Reply #618 on: February 09, 2012, 02:46:29 AM »
Well with living dead you can never fully repair an un-dead body you can just sew up the wounds whilst a mechanical marvel can be fully fixed in a much shorter time with less difficulty. As for how long this takes well there are no guide lines to how long un-dead repairs takes but assume that Mechanical Marvel takes 2-4 shifts on the time scale less than that. The idea being if a mechanical marvel loses an arm you just unscrew the arm from its socket and replace it with another one.
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Offline ways and means

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Re: Generic NPCs
« Reply #619 on: April 24, 2012, 08:59:25 PM »
Black Chocobo (Waist Deep)

High Concept: Black Chocobo
Other Aspects: Always Hungry, Temperamental Loyalty , Fleet as the Wind, Monster Scaring, Flying Chocobo

Skills:
+5 Athletics, Intimidation
+4 Fists, Endurance
+3 Survival, Might
+2 Conviction Discipline
+1 Presence, Alertness

Powers
Mythic Speed [-6]
Wings [-1]

Total Refresh Cost:
-7

Refresh Total:
1
« Last Edit: April 24, 2012, 09:08:49 PM by ways and means »
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Offline Sanctaphrax

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Re: Generic NPCs
« Reply #620 on: April 24, 2012, 09:00:33 PM »
Looks good to me.

Offline Belial666

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Re: Generic NPCs
« Reply #621 on: April 25, 2012, 06:06:52 PM »
Zergling (Ankle Deep)

High Concept: Outsider cannon fodder
Other Aspects: Always Hungry, Razor Claws, Small and Fast
Stress: Physical OOO(OOOO) armor 2, Social OO, Mental OOO

Skills:
+3 Fists, Athletics
+2 Endurance, Alertness
+1 Conviction, Stealth

Stunts:
[-1] Swarm Rush: penalties due to supplemental movement to "fists" reduced by 1. If there are 5 or more
zerglings in a swarm, reduce them by an additional 1 and each zergling gets a +1 to their dodge defense.

Powers
[-1] Claws
[-4] Supernatural Toughness
[+2] The Catch: Powers of Faith
[+1] Feeding Dependency: meat

Total Refresh Cost:
-3

Offline Mr. Death

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Re: Generic NPCs
« Reply #622 on: April 25, 2012, 06:10:32 PM »
As I recall from the game, Fire was also very effective against the Zerg, so should be included in the catch.

Edit: Actually, come to think of it Zerglings were pretty fragile and expendable. I'm not sure they should have a Toughness power at all. Maybe Recovery instead?
« Last Edit: April 25, 2012, 06:14:04 PM by Mr. Death »
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Offline Belial666

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Re: Generic NPCs
« Reply #623 on: April 25, 2012, 08:25:04 PM »
Everything is relative. A zergling was expendable - they could still take several barrages from the 30th century heavy machineguns carried by terran marines and two of them could take on a marine - a highly trained guy in future tech powered armor.

Compared to low-power Dresden Files creatures, they're quite tough. Vs civilians without power armor or heavy weapons? One massacre coming up.

Offline Locnil

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Re: Generic NPCs
« Reply #624 on: April 26, 2012, 04:19:25 AM »
That might have been simply due to them taking all their consequences, as they were essentially suicide troops anyway.

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #625 on: April 26, 2012, 08:28:33 AM »
Suicide troops have no consequences, generally speaking.

Stats mostly look good, except for the stunt. I'm pretty sure that you can't accrue a penalty of more than -1 from supplemental movement. Also I find the two unrelated bonuses aesthetically displeasing. But whatever. These are complexity 12 to create, if I calculate correctly.

Offline Locnil

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Re: Generic NPCs
« Reply #626 on: April 26, 2012, 09:24:28 AM »
Suicide troops have no consequences, generally speaking.
I'm sorry, I don't quite understand this. Could you elaborate?
Quote
Stats mostly look good, except for the stunt. I'm pretty sure that you can't accrue a penalty of more than -1 from supplemental movement. Also I find the two unrelated bonuses aesthetically displeasing. But whatever. These are complexity 12 to create, if I calculate correctly.

IIRC you are correct about the supplemental movement penalties. And by complexity to create, would you be referring to your homebrew rules for summoning/creating things?

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #627 on: April 26, 2012, 11:10:48 AM »
As a general rule, you need to matter in order to have consequences.

And yes, that's what I was talking about. These are for a game.

Offline Belial666

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Re: Generic NPCs
« Reply #628 on: April 26, 2012, 04:35:08 PM »
May I point out that the Hellhound has a stunt that reduces the penalties due to supplemental movement by -2? (indicating you can take more than one penalty to begin with). Also, several powers and/or stunts have more than one bonus that are mechanically unrelated but thematically connected.


PS:
I wasn't looking up your system when I built this version of the zergling. 12 shifts is fairly fast summoning though I'd have preferred 8 (for obvious reasons). As it is, Elena can summon a zergling per 4 exchanges using thaumaturgy or 1-2 zerglings per spell in "thaumaturgy as evocation". Assuming a scene is roughly 15 minutes, we're looking at 40 zerglings per hour, 300 per night, a bit over two million for a two-decade preparation.  :P

I think Kemmler must have done something similar for his world war preparations.
« Last Edit: April 26, 2012, 05:05:48 PM by Belial666 »

Offline ways and means

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Re: Generic NPCs
« Reply #629 on: April 26, 2012, 05:11:22 PM »
May I point out that the Hellhound has a stunt that reduces the penalties due to supplemental movement by -2? (indicating you can take more than one penalty to begin with). Also, several powers and/or stunts have more than one bonus that are mechanically unrelated but thematically connected.


PS:
I wasn't looking up your system when I built this version of the zergling. 12 shifts is fairly fast summoning though I'd have preferred 8 (for obvious reasons). As it is, Elena can summon a zergling per 4 exchanges using thaumaturgy or 1-2 zerglings per spell in "thaumaturgy as evocation". Assuming a scene is roughly 15 minutes, we're looking at 40 zerglings per hour, 300 per night, a bit over two million for a two-decade preparation.  :P

I think Kemmler must have done something similar for his world war preparations.

I generally assumed mass-production is more efficient than individual summoning or binding otherwise Binder is looking at hundreds of shift worth of rituals and Kemmler tens of thousands of shifts worth of rituals. 
« Last Edit: April 26, 2012, 05:13:21 PM by ways and means »
Every night has its day.
Even forever must come to an end....
I think.