Author Topic: Generic NPCs  (Read 167581 times)

Offline Mr. Death

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Re: Generic NPCs
« Reply #705 on: September 14, 2012, 08:27:07 PM »
Skills seem a bit high too. Good skills are professional-level, after all. Superb Weapons is something rather special.
Well, the Warrior Caste in those books is supposed to be extremely good at what they do compared to the raider militia.
Compels solve everything!

http://blur.by/1KgqJg6 My first book: "Brothers of the Curled Isles"

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Not every word JB rights is a conspiracy. Sometimes, he's just telling a story.

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Offline Sanctaphrax

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Re: Generic NPCs
« Reply #706 on: September 14, 2012, 08:31:32 PM »
Yeah, they're pretty Good. Maybe even Great.

Really, Good skills deserve more respect than they get.

Offline Mr. Death

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Re: Generic NPCs
« Reply #707 on: September 14, 2012, 08:52:02 PM »
Yeah, they're pretty Good. Maybe even Great.

Really, Good skills deserve more respect than they get.
They really do. Problem is too many people take the Gamer mindset and put all the skills they use regularly at 4 or 5, so that anything less seems weak.

Hell, I think I have one PC in either of my games that the average Red Court Vampire can reliably hit with Fists.
Compels solve everything!

http://blur.by/1KgqJg6 My first book: "Brothers of the Curled Isles"

Quote from: Cozarkian
Not every word JB rights is a conspiracy. Sometimes, he's just telling a story.

https://www.youtube.com/channel/UC_T_mld7Acnm-0FVUiaKDPA The C-Team Podcast

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #708 on: September 14, 2012, 09:08:34 PM »
Nothing wrong with that. People can be badasses if they want to.

The problem is that sometimes badasses start thinking of themselves as average.

Offline KnightOrbis

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Re: Generic NPCs
« Reply #709 on: September 14, 2012, 10:41:04 PM »
I was going from the books where I think something like two thousand of these warrrior caste killed nearly 600 battle hardened Aleran legionnaires in seven minutes with little losses themsleves even with furycraft against them and later a Cane killed half a dozen legionnaires single-handedly, I thought it warranted at least Great.

I was wondering how I should do the Canim sorcery, any ideas?
« Last Edit: September 14, 2012, 10:47:41 PM by KnightOrbis »

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #710 on: September 14, 2012, 11:40:20 PM »
They could do that with Good skills. Mooks don't get consequences, and these guys hit at weapon 5. Plus there are three point repeating three of them for each Aleran, and their Speed guarantees initiative for them.

If two thirds of them maneuvered and the other third attacked one Aleran each invoking two Aspects, they could kill most of the Alerans in the first exchange.

Offline KnightOrbis

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Re: Generic NPCs
« Reply #711 on: September 15, 2012, 03:49:54 AM »
Makes sense if you put it that way, k I'll adjust it.

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #712 on: September 16, 2012, 03:03:00 AM »
So far as I can tell, Canim magic is just Ritual. The fast stuff that I remember seemed like a potion.

If I'm forgetting some fast stuff, then Channeling with the Blood Magic Custom Power ought to cover it.

You could write up a form of Sponsored Magic, I suppose, but it seems like a lot of hassle.

Offline Locnil

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Re: Generic NPCs
« Reply #713 on: September 17, 2012, 04:23:36 PM »
The problem is that sometimes badasses start thinking of themselves as average.

A bit like Dresden, huh?  ;)

Though seriously, it's a pretty common trope in RPGs - you got all these things that supposedly mean you're hot shit, but then you look at the setting NPCs and realize you're small potatoes compared to them. This often leads to the phenomena you mentioned above.

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #714 on: October 09, 2012, 04:02:14 AM »
As y'all have no doubt noticed, I've been making a lot of Powers and not many NPCs lately. This is going to change. Starting tomorrow, I'm going to try and stat as many custom-Power-using characters as possible. Because those effects should be used.

I'm probably going to start with symbiotic life-forms manufactured by a sinister corporation, because a person called Filby wrote some D&D stuff that I found inspirational. Plus I realized that Spiritual Symbiote works just as well for symbiotes that aren't spiritual.

Offline KnightOrbis

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Re: Generic NPCs
« Reply #715 on: October 09, 2012, 05:23:06 AM »
Sweet looking forward to seeing em.

Offline Locnil

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Re: Generic NPCs
« Reply #716 on: October 09, 2012, 05:09:48 PM »
Was planning on doing t myself, but since you're now doing NPCs (with custome powers, natch), how about John Taylor, from the Nightside series? Seems like he'd be a perfect fit for a non-heavyweight who nevertheless has the Eye of Providence power.

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #717 on: October 09, 2012, 10:16:38 PM »
I've only read one Nightside book, so you'll need to describe the character to me.

Anyway, now for some symbiotes.

As expected, this is causing me to notice problems with the Powers I'm using. For example, Spiritual Symbiote when applied to a non-spiritual symbiote is worded in a way that implies that the symbiote leaves behind a helpless and fragile body when merged with someone. Which is not how it should be.

So I thought about it and I realized that I couldn't think of a single character concept that left behind their body while symbiotizing someone. So I'm going to make it so that even physical symbiotes merge with their hosts.

Also you should be allowed to purchase Limitation multiple times.

Extra Appendages should allow spray grapples, and I think Superb Coordination might be strictly worse than Excellent Coordination.

Dalecorp 2012 Catalogue

Hello and welcome, valued customer, to Dalecorp's 2012 catalogue. If you've read our 2011 catalogue, you may think you know Dalecorp's offerings pretty well. But this catalogue will show that you're wrong.

Recent advances in symbiotic technology have made all previous Dalecorp models obsolete. A single item from the 2012 line offers more power than the entire 2011 line together.

If you miss out on this chance to equip your soldiers, you will very likely be killed by the soldiers of people who made better purchasing choices.

Warning: Dalecorp products are sapient and not very nice. They have been known to murder "unworthy" hosts in their sleep. Do not attach them to anyone who is not expendable.

Tentacle Whip (Hydrophobic)

While Dalecorp has offered Tentacle Whip (TM) models before, the 2012 Tentacle Whip (TM) is something new. It no longer requires direction while attached to a host. It is now fully capable of fighting on its own, and can beat a man to death from across the room while its host eats lunch.

Attach the Tentacle Whip (TM) to whatever body part you please.

High Concept: Symbiotic Tentacle Whip
Other Aspects: Outsider Technology, Malevolent Intelligence
Skills:
Good: Fists
Fair: Lore, Might
Average: Endurance, Scholarship, Athletics
Powers:
Spiritual Symbiote [-1]
Extra Appendages (Superb Coordination x2) [-4]
Long Reach [-1]
Diminutive Size [-1]
Total Refresh Cost:
-7
Refresh Total:
-5

Crushing Claw (Hydrophobic)

The Crushing Claw (TM) is an entirely new addition to our catalogue, but it's sure to be a classic. It offers a retractable edge sharp enough to cut steel, and the strength to use that edge. When you grab something with the Crushing Claw (TM), it stays grabbed.

The Crushing Claw (TM) is placed on a shoulder, and acts as an arm. If another arm is present, it will envelop it.

High Concept: Symbiotic Claw-Arm
Other Aspects: Outsider Technology, Malevolent Intelligence
Skills: 
Good: Fists
Fair: Might, Lore
Average: Endurance, Scholarship, Alertness
Stunts:
Vice Grip (Might): +1 to maintain a grapple.
Powers:
Spiritual Symbiote [-1]
Potent Natural Weaponry [-2]
Inhuman Strength [-2]
Diminutive Size [-1]
Total Refresh Cost:
-7
Refresh Total:
-5

Living Breastplate (Hydrophobic)

The Living Breastplate (TM) is an old classic, now updated with a wrapping of faerie skin. Not much to say about this one...it's tough, it's cheap, it's a great way to keep your biological combat assets functional for longer.

The Living Breastplate (TM) should be allowed to wrap itself around the torso for best results.

High Concept: Living Armour
Other Aspects: Outsider Technology, Malevolent Intelligence
Skills: 
Good: Endurance
Fair: Lore
Average: Scholarship, 
Stunts:
Ablative Armour (Endurance): 1 additional mild physical consequence.
Fey-Skin Wrapper (Endurance): +1 physical armour as long as there's no iron present.
Powers:
Spiritual Symbiote [-1]
Supernatural Toughness [-4]
Limitation (Holy attacks ignore Toughness) [+1]
Diminutive Size [-1]
Total Refresh Cost:
-7
Refresh Total:
-5

Brain Bug (Hydrophobic)

Not all minions are violent. You need thinkers working for you too. But most minions just aren't that smart...fortunately, Dalecorp has the answer. Stick a Brain Bug (TM) into one of your advisers, and watch his intelligence balloon.

As the name suggests, the Brain Bug (TM) should be inserted into its host's head.

High Concept: Symbiotic Library-Bug
Other Aspects: Outsider Technology, Malevolent Intelligence
Skills: 
Good: Lore
Fair: Scholarship, Craftsmanship
Average: Deceit, Intimidation, Performance
Powers:
Spiritual Symbiote [-1]
Superior Searchable Dangerous Mental Library [-5]
Diminutive Size [-1]
Total Refresh Cost:
-7
Refresh Total:
-5

Internal Doctor (Hydrophobic)

Medical treatment is expensive, and not terribly effective. But you have to provide it or people will complain. Unless, of course, you provide your minions with Internal Doctors (TM). If you provide your minions with Internal Doctors (TM), they'll never need health care. And they'll never complain about pain, because it'll all be blocked out by their symbiotes.

The Internal Doctor (TM) should be swallowed, to facilitate its journey towards the stomach.

High Concept: A Doctor In Your Stomach
Other Aspects: Outsider Technology, Malevolent Intelligence
Skills: 
Good: Endurance
Fair: Scholarship, Lore
Average:
Stunts:
Instant Medication (Endurance): +2 to defend against poisons and diseases.
Powers:
Spiritual Symbiote [-1]
Feel No Pain [-3]
Inhuman Recovery [-2]
Limitation (Holy attacks bypass Feel No Pain and Recovery) [+1]
Diminutive Size [-1]
Total Refresh Cost:
-7
Refresh Total:
-5

Engel (Snorkelling)

While all Dalecorp products are biotechnological miracles, the Engel (TM) is something special. Even without a host it's a weapon of mass destruction. Implant it into someone and watch them become something very much like an angel. But more shadowy, and with more tentacles.

While implanting a symbiote into yourself is rarely advisable, you may want to make an exception for the Engel (TM). If you can persuade it that your superior intellect deserves the service of its superior strength, you can become something more than human. Be careful, though: if your strength is insufficient, it may end up controlling you.

The Engel (TM) is not implanted; rather, it envelops its host. If it must be concealed, it retracts into its host's skin.

High Concept: Symbiotic Superweapon
Other Aspects: Searching For A Worthy Host, Outsider Technology, Malevolent Intelligence
Skills: 
Superb: Fists, Athletics
Great: Alertness, Stealth, Might
Good: Endurance, Conviction, Discipline
Fair: Lore, Scholarship, Intimidation
Average: Presence, Deceit, Investigation
Stunts:
Tentacle Grab (Fists): Use Fists to grapple.
Tight Grip (Fists): +1 to maintain grapples.
Teamwork (Fists): +1 to attack when merged with another being.
Powers:
Spiritual Symbiote [-1]
Spiritual Co-Pilot [-1]
Cloak Of Shadows [-1]
Wings [-1]
Blood Drinker [-1]
Selective Potent Natural Weaponry [-4]
Superior Hold [-2]
Extended Reach [-2]
Supernatural Strength [-4]
Supernatural Toughness [-4]
Supernatural Speed [-4]
Supernatural Recovery [-4]
Feel No Pain [-3]
Limitation (Holy attacks ignore Toughness and Recovery and Feel No Pain) [+3]
Extra Appendages (Excellent Coordination x2) [-4]
Spiritual Co-Pilot [-1]
Human Guise [-0]
Limitation (Spiritual Co-Pilot and Human Guise only apply when acting as a symbiote) [+0]
Total Refresh Cost:
-37
Refresh Total:
-24
« Last Edit: October 09, 2012, 10:19:19 PM by Sanctaphrax »

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #718 on: October 13, 2012, 07:31:36 PM »
...I expected more of a response. Oh well.

Locnil, do you still want me to try John Taylor? Because I still need a description of him to do that.

On an unrelated note:

Magical Merchant (On The Beach)

Magic, like everything else, can be bought and sold. But most wizards have better things to do than worry about business. So entrepreneurs gather around groups of wizards, like those little birds that eat scraps out of the teeth of crocodiles. Some of these entrepreneurs are magically-weak members of wizard families, others are just hustlers looking for a break. All of them tend to have a few magical trinkets on hand at any given time.

High Concept: Magic Dealer
Other Aspects: Salesman, Very Odd Inventory
Skills:
Good: Resources, Contacts
Fair: Empathy, Rapport, Deceit
Average: Presence, Discipline, Lore
Stunts:
Magical Merchant (Resources): +2 to obtain or already have occult goods.
Powers:
Bag Of Tricks (More Trinkets) [-2]
Total Refresh Cost:
-3
Refresh Total:
1

Pyrokinetic (Hydrophobic)

There are government agencies in some countries that seek to control magic. They rarely have much luck, but occasionally they acquire partial successes.

For example, there's one that's managed to awaken pyrokinetic abilities in their test subjects through drugs and brutal training. This is not very healthy for the test subjects in question and as yet the resulting psychics are no more useful in a fight than an ordinary soldier...but they're working on it.

High Concept: Pyrokinetic
Other Aspects: Government Test Subject, Mentally Broken
Skills:
Good: Discipline
Fair: Athletics, Alertness
Average: Conviction, Endurance, Fists
Powers:
Incite Avoidable Physical Effect At Range (Fire, with Discipline) [-3]
Total Refresh Cost:
-3
Refresh Total:
-1

Offline KnightOrbis

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Re: Generic NPCs
« Reply #719 on: October 13, 2012, 08:28:28 PM »
These are all great, I like the idea that some government agency is creating all of these, It's giving me many ideas to bring to my group.

Can you do a more powerful version of a psychic, like maybe Submerged.