Author Topic: Generic NPCs  (Read 167449 times)

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #30 on: October 25, 2010, 11:00:01 PM »
Alright, let's get cracking. First of all, this guy needs his own power level. We'll call it Deep One and say that he gets 65 skill points to go with 38 refresh. This is intended to equal the level of the Senior Council, as written by Deadmanwalking. Those who've seen my Lich writeup on the Various More-Obscure Mythical Creatures thread may notice that this guy is in many ways an upgraded version of the standard lich.

Lich Lord (Deep One)

High Concept: 3000 Year Old Ancient Egyptian Lich
Other Aspects: Undead Hordes, Lunatic Charisma, Lone Wolf, Senior Council Level Wizard, Big Bad
Skills:
Epic: Conviction, Lore
Fantastic: Discipline, Intimidation
Superb: Presence, Endurance
Great: Scholarship, Deceit
Good: Alertness, Empathy, Rapport
Fair: Craftsmanship, Survival, Investigation, Athletics
Average: Fists, Contacts, Resources, Stealth
Stunts:
Master Of Zombies (Lore): Lore complements the attacks of all zombies under your direct command.
Pretty Fly For A Dead Guy (Presence): Ignore 2 shifts worth of social penalties from Living Dead.
Legends Of Terror (Intimidation): +2 to Intimidation against anyone who knows your reputation.
Limited Prescience (Lore): Use Lore to defend in physical combat.
Lunatic Charisma (Conviction): Use Conviction to defend in social combat.
Control The Conversation (Discipline): Use Discipline for social initiative.
Powers:
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Kemmlerian Necromancy [-2]
Lawbreaker (1st) [-2]
Lawbreaker (3rd ) [-2]
Lawbreaker (5th) [-2]
Refinement [-18]
Item of Power (Phylactery) [+1] granting:
Living Dead [-1]
Supernatural Recovery [-4]
Magic:
Evocation (Air, Earth, Spirit): +1 Air Control, +1 Earth Control, +2 Spirit Control, +3 Spirit Power
Thaumaturgy: +1 Crafting Frequency, +1 Psychomancy Control, +2 Psychomancy Complexity, +2 Crafting Power, +3 Necromancy Complexity, +4 Necromancy Control
Foci: Staff (+6 Offensive Spirit Power), Funeral Mask (+3 Necromancy Complexity and Control), Sarcophagus (+3 Crafting Power and Frequency)
Enchanted Items (all have 6 uses/session): Robes (14 shift block against attack), Mummy Wrappings (Armour 6), Gauntlet (12 shift attempt to break something), Flag (Maneuver, places aspect of Infused With Dark Power on both the scene and all zombies in the zone, duration 5), 6 potion slots
Total Refresh Cost:
-43
Refresh Total:
-5

So, Tbora, is this what you were looking for?
« Last Edit: November 19, 2010, 03:36:29 AM by Sanctaphrax »

Offline Crimson Overcoat

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Re: Generic NPCs
« Reply #31 on: October 26, 2010, 02:33:46 AM »
Fey creatures. Think talking animals/nature spirits. Low to mid level functionaries and goons. Examples would be the talking spiders from Turn Coat (I think it was Turn Coat.)

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #32 on: October 27, 2010, 12:20:48 AM »
Low level fey, huh? Pretty broad category. Alright, here are a few possibilities.

Talking Animal

In my opinion, talking animals are best handled as a template to be added to mundane animals. Take a mundane animal from http://www.jimbutcheronline.com/bb/index.php/topic,18099.0.html or www.vinlandsolutions.site11.com/Products/DFRPG/index.html and give it the following skills:
Fair:  Lore, Presence, Deceit
Average: Scholarship, Rapport, Empathy, Intimidation
Powers and stunts are not necessary, but you may want to give them The Sight, Soulgaze, Psychometry, Supernatural Senses, Occultist, Ghost Speaker, or Marked By Power.

Will O' The Wisp (On The Beach)

High Concept: Misleading Faerie
Other Aspects: Can’t Quite Lie, Off The Trail, Flying Ball Of Light
Skills:
Good: Deceit
Fair:  Survival, Alertness, Athletics, Lore
Average: Presence, Rapport, Empathy, Investigation
Powers:
Glamours [-2]
Light Source [-0]
Wings [-1]
Diminutive Size [-1]
Incite Emotion [-3] distraction and confusion, at range
Worldwalker [-2]
Total Refresh Cost:
-9
Refresh Total:
-5

Guardian Statue (Feet In The Water)

High Concept: Faerie Guardian Statue
Other Aspects: Huge Block Of Ectoplasmic Stone, Loyalty Over Brainpower
Skills:
Great: Fists, Might
Good: Conviction, Endurance
Fair:  Alertness, Athletics
Average: Lore, Intimidation
Stunts:
Threshold Guardian (Conviction): Add 3 to Conviction for Bless This House power.
Powers:
Bless This House [-1]
Claws [-1]
Supernatural Sense [-1] detects automatically when their threshold is broken
Hulking Size [-2]
Inhuman Strength [-2]
Supernatural Toughness [-4]
The Catch (Cold Iron) [+3]
Total Refresh Cost:
-9
Refresh Total:
-3

Gremlin (On The Beach)

High Concept: That Thing That Steals Your Socks And Makes Your Computer Break Down
Other Aspects: Unseen Prankster, Poetic Justice
Skills:
Good: Craftsmanship, Stealth
Fair: Conviction, Discipline, Lore
Average: Athletics, Deceit, Contacts
Stunts:
Destructive Prankster (Craftsmanship): +2 to break things with Craftsmanship.
Boosted Hexes (Conviction): All technology is treated as though it were two steps lower on the hexing table.
Powers:
Diminutive Size [-1]
Cloak Of Shadows [-1]
Ritual (Entropomancy) [-2]
Total Refresh Cost:
-6
Refresh Total:
-2

Nac Mac Feegle (Feet In The Water)

High Concept: Hard-Drinkin’ Hard-Fightin’ Scottish Pixie Man
Other Aspects: Faerie Of Thistles, Afraid Of Lawyers But Not Of Iron (Or Anything Else), Into And Out Of Anywhere…Except Pubs…Little Trouble Getting Out Of Those
Skills:
Great: Fists, Athletics
Good: Endurance, Weapons
Fair: Alertness, Burglary
Average: Stealth, Survival
Powers:
Diminutive Size [-1]
Inhuman Strength [-2]
Inhuman Speed [-2]
Inhuman Toughness [-2]
The Catch (Lawyers) [+1]
Swift Transition [-2]
Supernatural Sense [-1] detects lawyers
Total Refresh Cost:
-9
Refresh Total:
-3
« Last Edit: November 19, 2010, 03:37:55 AM by Sanctaphrax »

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #33 on: October 29, 2010, 12:26:25 AM »
This is a response to a request posted to another thread. I had to make another new power level for these guys, called In A Submarine. It offers 21 refresh, 50 skill points, and a skill cap of Fantastic. If anyone has anything to say, be it a compliment, a complaint, or a request, now's the time.

I've finished all the characters requested of me and I'm pretty happy with how they turned out, so I'll be moving on to mortal practitioners now. That is, unless somebody jumps in with another request.

Ancient Sidhe Trickster (In A Submarine)

High Concept: Ancient Trickster Faerie
Other Aspects: Scary As F**k, You Cannot Trust Your Eyes, Faerie Court Jester,
Skills:
Fantastic: Deceit, Intimidation
Superb: Presence, Performance
Great: Lore, Empathy
Good: Rapport, Conviction, Empathy
Fair: Contacts, Alertness, Stealth
Average: Endurance, Investigation, Craftsmanship, Burglary, Scholarship
Stunts:
Wearing An Extremely Trustworthy Face (Deceit): As long as you are in a certain form, +2 to Deceit.
Founded Upon Lies (Deceit): +2 to any roll in which you tag or invoke an aspect created with Deceit.
Scary As F**k (Intimidation): Intimidate attacks inflict 2 extra stress.
Subtle Menace (Intimidation): Don’t need context of power to use Intimidation.
Polite Threats (Intimidation):  May use Intimidation without being rude or directly threatening someone.
Jester (Performance): +2 to Performance to make jokes and generally be funny.
Pointed Performance (Performance): May use Performance to create specific aspects.
The Opinions Of Humans Are Irrelevant To Me (Presence): Armour 1 against social attacks from humans.
Shield Of Lies (Deceit): Use Deceit, unmodified, to defend against everything in social combat.
Powers:
Marked By Power [-1]
Greater Glamours [-4]
Unseelie Magic [-4]
True Shapeshifting [-4]
Modular Abilities 3 [-5]
Total Refresh Cost:
-26
Refresh Total:
-6

Ordinary Dragon (In A Submarine)

High Concept: Ordinary Dragon
Other Aspects: Limitless Greed, Chip On The Shoulder, Cower Before Me Puny Humans, Sponsor of Mortals, I Don’t Need Magic To Kill You
Skills:
Fantastic: Resources, Fists
Superb: Contacts, Might
Great: Athletics, Presence
Good: Intimidation, Conviction, Endurance
Fair: Lore, Discipline, Alertness
Average: Deceit, Empathy, Rapport, Investigation, Survival
Stunts:
Dragon Treasure (Resources): +2 to Resources for gold, jewels, and other such things.
Hoard (Resources): Can be assumed to own items with value up to your Resources skill.
Regal Presence (Presence): +1 to Presence and Intimidation when in a position of power.
Breath Control (Fists): Use Fists to wield Breath Weapon.
The Boss (Contacts): Add Employment trapping to Contacts. Use it to hire people.
Minions (Contacts): May use Contacts to declare that certain minions are present.
Powers:
Supernatural Strength [-4]
Inhuman Speed [-2]
Supernatural Toughness [-4]
Inhuman Recovery [-2]
The Catch [+2] True Heroism
Dragon Magic [-4]
Breath Weapon [-2]
Human Form [+1] affecting:
Wings [-1]
Hulking Size [-2]
Claws [-1]
Total Refresh Cost:
-25
Refresh Total:
-4
« Last Edit: January 01, 2011, 10:23:07 PM by Sanctaphrax »

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #34 on: October 31, 2010, 02:02:32 AM »
The moment has finally arrived: I am beginning to stat out mortal practitioners. First: Paranet.

As I see it, there are likely three distinct classes of Paranet member. The first would be more-or-less ordinary people who have been drawn into the supernatural world somehow and who rely on Paranet for protection. The second would be the low-level spellcasters and minor talents for whom Paranet is like a nation that they live in. Unlike the first group, these people probably don't have day jobs or other solid connections to mundane humanity. The third would be the more powerful supernaturals who protect the ordinary members. Members of this group could be anything from wizards to ensouled ghouls. The "Big Fish In A Little Pond" campaign on the Play-By-Post forum is about a group of these.

Now: stats.

Level One Paranet Member

Level one members are usually normal people with day to day lives in the mundane world of mortal humanity. I order to stat one, take a pure mortal from earlier in this thread or from your own work. Then raise them one power level and give them the following:

Skills:
Fair: Lore
Average: Contacts, Conviction, Discipline
Stunts:
Paranet Member (Contacts): +2 to Contacts when contacting other members of Paranet.

Level Two Paranet Member (On The Beach)

High Concept: Member Of Paranet
Other Aspects: Little Fish, Magical Community
Skills:
Good: Lore, Contacts
Fair: Conviction, Discipline
Average: Resources, Alertness, Scholarship, Investigation, Driving
Stunts:
Paranet Member (Contacts): +2 to Contacts when contacting other members of Paranet.
Powers:
Ritual (Something) [-2] Could also be Channeling or any minor ability except for Marked By Power. Some psychic abilities are also possible.
Total Refresh Cost:
-3
Refresh Total:
1

Level Three Paranet Member

These guys are too diverse for any set of stats. Just take a supernatural (or perhaps occasionally mortal) character of Waist Deep level or higher and, if they have refresh to spare, give them the Paranet Member stunt.
« Last Edit: November 19, 2010, 03:39:12 AM by Sanctaphrax »

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #35 on: October 31, 2010, 07:29:20 PM »
And now for the White Council. Deadmanwalking has already provided pretty good stats for just about every relevant named character in the white council, so just search the forums if you want those. He also worked out stats for a generic wizard and generic apprentice. My stats for the White Council Member and White Council Apprentice will just be slightly edited versions of his. Once I'm done with those, I'll work out stats for an ordinary Warden, Junior Warden, and Senior Council Member. I'll probably also make some Senior Wardens, but no promises.

I'm not sure where to go once I'm done the White Council. I'm thinking of making a Cult Leader and a warlock for each Law. I'd kind of like to do more sorcerers and focused practitioners, but I can't think of any good concepts. Does anybody have any advice? I'd appreciate it.

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #36 on: October 31, 2010, 09:28:21 PM »
General note for all White Council characters: elements and thaumaturgy fields (with the exception of crafting) are arbitrary. Feel free to alter them.

White Council Wizard (Submerged)

High Concept: Wizard Of The White Council
Other Aspects: Expert In My Field, More Scholar Than Soldier, A Hundred Years Old
Skills:
Superb: Lore
Great: Discipline, Scholarship
Good: Contacts, Conviction, Resources
Fair: Deceit, Empathy, Investigation, Rapport
Average: Athletics, Alertness, Endurance, Presence, Craftsmanship
Powers:
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Soulgaze [-0]
Wizard's Constitution [-0]
Refinement [-2]
Magic:
Evocation (Fire, Water, Spirit): +1 water power
Thaumaturgy: +1 ward complexity, +1 conjuration complexity, +1 divination control, +2 divination complexity
Foci: Ring (+1 defensive water control), Crystal Ball (+2 divination complexity)
Enchanted Items: 2 potion slots
Total Refresh Cost:
-9
Refresh Total:
1

White Council Apprentice (Chest Deep)

High Concept: Apprentice Wizard
Other Aspects: New At This, Damned Outdated Traditions!, Does Odd Jobs For His Master
Skills:
Good: Conviction, Discipline, Lore
Fair: Athletics, Alertness, Deceit, Rapport, Scholarship, Contacts
Average: Empathy, Endurance, Craftsmanship, Presence, Investigation, Resources, Driving, Might, Fists
Powers:
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Soulgaze [-0]
Wizard's Constitution [-0]
Magic:
Evocation (Air, Water, Fire): +1 air power
Thaumaturgy: +1 divination complexity
Foci: Wand (+1 offensive and defensive air control), Lens (+1 divination control)
Enchanted Items: 2 potion slots
Total Refresh Cost:
-7
Refresh Total:
1
« Last Edit: November 19, 2010, 03:40:29 AM by Sanctaphrax »

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #37 on: November 01, 2010, 02:30:03 AM »
White Council Warden (Submerged)

High Concept: Warden Of The White Council
Other Aspects: Decades Of Combat Experience, Loyal To The Council, Scare 'Em Straight
Skills:
Great: Conviction, Discipline, Weapons
Good: Endurance, Lore, Intimidation
Fair: Alertness, Athletics, Contacts, Presence
Average: Resources, Survival, Stealth, Fists, Might, Craftsmanship
Powers:
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Soulgaze [-0]
Wizard's Constitution [-0]
Refinement [-2]
Magic:
Evocation (Earth, Air, Spirit): +1 earth power, +2 earth control
Thaumaturgy: +1 crafting power
Foci: Left Glove (+1 defensive earth power), Right Glove (+1 offensive earth control), Amulet (+2 offensive earth power)
Enchanted Items: Cloak (4 shift block against attack or Armour 2, 3 uses/session), Warden Sword (6 shift counterspell or weapon:6, 3 uses/session)
Total Refresh Cost:
-9
Refresh Total:
1

White Council Junior Warden (Chest Deep)

High Concept: Junior Warden Of The White Council
Other Aspects: Teenage Conscript, Losing My Naivete, Not Very Scary
Skills:
Great: Conviction
Good: Discipline, Endurance, Lore, Weapons
Fair: Guns, Alertness, Athletics, Rapport
Average: Presence, Fists, Contacts, Scholarship, Stealth, Might
Powers:
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Soulgaze [-0]
Wizard's Constitution [-0]
Magic:
Evocation (Fire, Earth, Air): +1 fire control
Thaumaturgy: +1 crafting power
Foci: Gloves (+1 offensive fire control and power)
Enchanted Items: Cloak (4 shift block against attack or Armour 2, 3 uses/session), Warden Sword (6 shift counterspell or weapon:6, 3 uses/session)
Total Refresh Cost:
-7
Refresh Total:
1
« Last Edit: November 19, 2010, 03:44:14 AM by Sanctaphrax »

Offline ralexs1991

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Re: Generic NPCs
« Reply #38 on: November 01, 2010, 04:39:42 PM »
very nice i especially like the white council ones
Oh, hi, Mr. Warden!  How are you this fine day?  My, what a shiny sword you have there...

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #39 on: November 01, 2010, 10:18:38 PM »
Glad to hear it, ralexs. Any ideas for mortal practitioners who aren't warlocks or White Council members? Because I'm a bit stumped.

On an unrelated note, the underbelly would probably be better than True Heroism as a catch for the Ordinary Dragon.

Anyway, here are those senior wardens I mentioned earlier:

Warden Regional Commander #1 (Snorkelling)

High Concept: Regional Commander Of The Wardens
Other Aspects: Over A Century Of Combat Experience, Fanatically Loyal To The Council, Great Responsibilities Are Given To Those With Great Power, Genuine Samurai, Craftsman
Skills:
Superb: Weapons, Lore
Great: Conviction, Discipline, Craftsmanship
Good: Alertness, Endurance, Intimidation
Fair: Resources, Athletics, Contacts
Average:  Presence, Might, Fists
Stunts:
Off Hand Weapon Training (Weapons): Add half of rating of second weapon to stress bonus.
Enchanted Item Master (Weapons): +1 to attacks with enchanted items.
Powers:
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Soulgaze [-0]
Wizard's Constitution [-0]
Refinement [-2]
True Aim [-1]
Magic:
Evocation (Air, Water, Fire): +1 air control
Thaumaturgy: +1 crafting frequency, +2 crafting strength
Foci: Anvil (+1 crafting strength and frequency)
Enchanted Items (all have 3 uses/session): Cloak (8 shift block against attack), Underclothes (Armour 4), Warden Sword (8 shift counterspell or weapon: 8 ), Warden Sword (8 shift counterspell or weapon: 8 ), Rain Dagger (weapon: 6 zonewide attack, aim with Weapons), 3 potion slots (strength 8 )
Total Refresh Cost:
-12
Refresh Total:
1

Warden Regional Commander #2 (Snorkelling)

High Concept: Regional Commander Of The Wardens
Other Aspects: Over A Century Of Combat Experience, Fanatically Loyal To The Council, Great Responsibilities Are Given To Those With Great Power, Burn It All Down, Somehow Hasn’t Broken The First Law Yet
Skills:
Superb: Conviction, Discipline
Great: Lore, Intimidation, Weapons
Good: Endurance, Presence, Contacts
Fair: Alertness, Athletics, Resources
Average: Might, Survival, Fists
Powers:
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Soulgaze [-0]
Wizard's Constitution [-0]
Refinement [-5]
Magic:
Evocation (Fire, Earth, Spirit): +1 spirit control, +2 fire power, +3 fire control
Thaumaturgy: +1 crafting strength
Foci: Sword (+2 offensive and defensive fire power), Left Glove (+1 defensive fire control), Right Glove (+1 offensive fire control)
Enchanted Items: Cloak (6 shift block against attack or armour 3, 3 uses/session), Warden Sword (6 shift counterspell or weapon: 6, 3 uses/session), 1 potion slot (strength 5)
Total Refresh Cost:
-12
Refresh Total:
1
« Last Edit: November 19, 2010, 03:47:57 AM by Sanctaphrax »

Offline ralexs1991

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Re: Generic NPCs
« Reply #40 on: November 02, 2010, 01:36:16 PM »
Glad to hear it, ralexs. Any ideas for mortal practitioners who aren't warlocks or White Council members? Because I'm a bit stumped.

let me give it some thought and i'll get back to you
Oh, hi, Mr. Warden!  How are you this fine day?  My, what a shiny sword you have there...

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #41 on: November 03, 2010, 01:38:59 AM »
Here are the last of the Wardens. Relexs1991 asked me in a PM how I would handle a young Warden who was exceptionally skilled for his age. I'd probably just take the Warden Of The White Council, bump up Conviction to Superb, swap Intimidation and Alertness, and drop one of the Average skills. Then I'd mess around with the foci a little. The main differences between the young-but-skilled and the standard are the aspects.

Anyway, here are the other two senior wardens. I wanted to have one for each classical element.

Warden Regional Commander #3 (Snorkelling)

High Concept: Regional Commander Of The Wardens
Other Aspects: Over A Century Of Combat Experience, Fanatically Loyal To The Council, Great Responsibilities Are Given To Those With Great Power, Hexenbat, Supernatural Detective
Skills:
Superb: Conviction, Investigation
Great: Discipline, Lore, Weapons
Good: Endurance, Intimidation, Presence
Fair: Contacts, Athletics, Alertness
Average: Resources, Survival, Fists
Skills (Beast Form):
Superb: Conviction, Athletics
Great: Discipline, Investigation, Stealth
Good: Endurance, Survival, Alertness
Fair: Fists, Lore, Intimidation
Average: Presence, Weapons, Contacts
Powers:
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Soulgaze [-0]
Wizard's Constitution [-0]
Refinement [-2]
Echoes Of The Beast [-1]
Item Of Power [+1] ring granting
Beast Change [-1]
Human Form [+1] affecting
Diminutive Size [-1]
Wings [-1]
Cloak Of Shadows [-1]
Magic:
Evocation (Earth, Spirit, Air): +1 earth power, +2 earth control
Thaumaturgy: +1 divination complexity, +1 biomancy complexity
Foci: Four Piercings (+1 offensive and defensive earth control and power)
Enchanted Items: Warden Sword (6 shift counterspell or weapon: 6, three uses/session), 2 potion slots (strength 4)
Total Refresh Cost:
-12
Refresh Total:
1

Warden Regional Commander #4 (Snorkelling)

High Concept: Regional Commander Of The Wardens
Other Aspects: Over A Century Of Combat Experience, Fanatically Loyal To The Council, Great Responsibilities Are Given To Those With Great Power, Ambassador, Place Of Power
Skills:
Superb: Presence, Discipline
Great: Intimidation, Conviction, Lore
Good: Empathy, Weapons, Endurance
Fair: Rapport, Contacts, Deceit
Average: Athletics, Resources, Alertness
Powers:
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Soulgaze [-0]
Wizard's Constitution [-0]
Refinement [-2]
Marked By Power [-1] (the White Council)
Sponsored Magic (Place Of Power) [-2]
Magic:
Evocation (Water, Earth, Spirit): +1 water control, +2 water power
Thaumaturgy: +1 hydromancy complexity
Foci: Staff (+1 offensive and defensive control and power to spells cast with sponsored magic)
Enchanted Items: Business Suit (4 shift block against attack or Armour 2, 5 uses/session), Warden Sword (6 shift counterspell or weapon: 6), 1 potion slot (strength 4)
Total Refresh Cost:
-12
Refresh Total:
1
« Last Edit: April 03, 2011, 05:21:47 AM by Sanctaphrax »

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #42 on: November 05, 2010, 01:14:54 AM »
And now for the last member of the White Council. The generic Senior Council member. It might be a bit silly to create generic stats for such powerful and unique beings, but I intend to do it anyway. Don't like it, don't read it.

White Council Senior Council Member (Deep One)

High Concept: Member Of The Senior Council
Other Aspects: Multi-Centenarian, Political Power Exceeded By Magical Power, Always In Control, The Absolute Best At What I Do
Skills:
Fantastic: Conviction, Lore, Discipline
Superb: Presence, Resources, Contacts
Great: Scholarship, Endurance, Alertness
Good: Deceit, Intimidation, Empathy
Fair: Athletics, Rapport, Investigation
Average: Survival, Stealth, Performance, Craftsmanship, Burglary
Stunts:
White Council Bigwig (Contacts): +2 to Contacts to contact wizards.
Occultist (Lore): +1 to Lore concerning mortal practitioners, +2 concerning wizards
Powers:
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Soulgaze [-0]
Wizard’s Constitution [-0]
Refinement [-26]
Magic:
Evocation (Air, Fire, Earth, Water, Spirit): +1 fire control, +1 air control, +2 earth control, +3 water control, +4 spirit power, +5 spirit control
Thaumaturgy: +1 conjuration complexity, +2 ward control, +1 divination complexity, +3 veil complexity, +4 summoning and binding complexity, +5 ward complexity, +1 summoning and binding control, +1 transportation and worldwalking complexity, +1 transformation and disruption complexity, +2 crafting strength, +2 crafting frequency
Foci: Staff (+3 offensive water and spirit power), Ring (+2 offensive spirit control), Tome (+4 complexity to wards)
Enchanted Items: Robes (10 shift block against attack, 5 uses/session), Underclothes (Armour 4, 3 uses/session), 5 potion slots (strength 8, 3 uses/session)
Total Refresh Cost:
-35
Refresh Total:
3

PS: I've been wondering lately whether or not these are actually useful, so let me ask you all: have you used characters from this thread in your games? And if so, how did they work out?
« Last Edit: December 22, 2010, 08:37:21 PM by Sanctaphrax »

Offline Drashna

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Re: Generic NPCs
« Reply #43 on: November 05, 2010, 04:12:28 AM »
As for usefulness, I will be using some of the smaller characters later in a campaign.  And I find that these NPCs are great examples.  At the very least, it's a good starting place for building you're own NPCs, and ideas for PCs.  

There are a lot of nice ideas/NPC and I know I'd be upset if you stopped. :)

(Though you may need to add "Deep One" to the list of power levels on the first post.)
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Offline Mindflayer94

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Re: Generic NPCs
« Reply #44 on: November 05, 2010, 07:47:07 PM »
There are a lot of nice ideas/NPC and I know I'd be upset if you stopped. :)

I concur. as for the use of creatures, I just used a Dragon in my annual Halloween Game, and it went great, the three characters had to call on some aid to take it down, which really added to future possible plots.

Thanks :)
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