Author Topic: Generic NPCs  (Read 167424 times)

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #45 on: November 05, 2010, 08:23:22 PM »
Well, that's nice to hear. I'd do this even if nobody read it, though.

Anyway, I'm going to go back and edit a couple things. First, I'm going to add more power levels to the first post. Second, I'm going to add a couple of Average skills to the Senior Council member. He's got 63 points worth of skills where he should have 65.

Now that I'm done the White Council, I'm moving on to freelance spellcasters. I plan to start with a Cult Leader, an Alchemist, a Summoner, and a Magical Security Expert before moving on to Lawbreakers. I am still open to suggestions.

Offline Drashna

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Re: Generic NPCs
« Reply #46 on: November 05, 2010, 08:32:11 PM »
Oh, and as for the usefulness, I've recommended to another member that was stumped on creating a character:

Thanks for all of the great ideas!
....
Drahsna, the NPC list is a great help.
....
I trimmed most of it out, but its definitely getting used. Even if I have to force feed it to people! :P  It's a great list, and you're planned stuff looks fun.

Also, at some point, I think it may be prudent to add a list in the first post to link to all these great NPCs, to make it easy to find a specific one. And add the "Deep Ones" to the first post too (its tucked away in the Lich NPC post, so it gets easily lost.

I've also got a few ideas for NPCs, and a couple based on some of the PCs I have. So I'll see about adding those to the list. And did I mention, Legendary job, so far? :)
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Offline Sanctaphrax

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Re: Generic NPCs
« Reply #47 on: November 05, 2010, 10:52:24 PM »
The first post has been edited to include the In A Submarine and Deep One power levels. A compiled list is a good idea, and I'll make one eventually. I might make a new thread for it. As for the NPC ideas you mentioned, just put them up here or send them to me in a message and I'll come up with some stats.

The Cult Leader is here. You may notice that he has less than zero refresh. This is intended to reflect that he has traded away his free will in exchange for power. If you want his cult to be devoted to something real and powerful, just give him Sponsored Magic and maybe Marked By Power.

Cult Leader (Up To Your Waist)

High Concept: Cult Leading Sorcerer
Other Aspects: Misguided Minions, Too Scared To Break The Laws, Nasty Piece Of Work
Skills:
Great: Contacts
Good: Conviction, Discipline, Resources
Fair: Lore, Intimidation, Deceit, Presence
Average: Endurance, Alertness, Rapport, Empathy
Stunts:
The Boss (Contacts): May use Contacts to find cult members.
Minions (Contacts): May use Contacts to declare the presence of loyal cultists.
Cult Leader (Presence): Add one to all social skills when acting against a convert or potential convert.
Powers:
Evocation [-3]
Thaumaturgy [-3]
Magic:
Evocation (Fire, Earth, Spirit): +1 spirit power
Thaumaturgy: +1 diabolism complexity
Foci: Ritual Mask (+1 offensive and defensive spirit control, +1 control and complexity to diabolism)
Total Refresh Cost:
-9
Refresh Total:
-2
« Last Edit: February 19, 2011, 10:38:16 PM by Sanctaphrax »

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #48 on: November 06, 2010, 03:18:10 AM »
Alchemist (Up To Your Waist)

High Concept: Alchemist
Other Aspects: Magical Scientist, Obsessive Personality, The Elixir Of Life
Skills:
Great: Lore, Scholarship
Good: Resources, Craftsmanship
Fair: Discipline, Weapons, Conviction
Average: Endurance, Presence, Athletics, Alertness, Contacts
Stunts:
A Potion For Everything (Lore): +2 to all Lore rolls to declare that you have a certain potion.
Chemist (Scholarship): +1 to chemistry, +2 to analytical chemistry.
Powers:
Elixir Of Life [-0] (treat as Wizard's Constitution)
Ritual (Crafting) [-2]
Refinement [-2]
Magic:
Foci: Burette (+2 crafting strength), Pipette (+1 crafting frequency)
Enchanted Items (All have 2 uses/session): Labcoat (6 shift block against attack or armour 3), Philosopher's Stone (6 shift transmutation effect turning metal into gold), 4 potion slots
Total Refresh Cost:
-6
Refresh Total:
1
« Last Edit: February 19, 2011, 10:43:26 PM by Sanctaphrax »

Tbora

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Re: Generic NPCs
« Reply #49 on: November 06, 2010, 03:26:14 AM »
Could you do some demons next?

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #50 on: November 06, 2010, 03:44:29 AM »
Sure, once I'm done mortal practitioners.

What sort of demons do you have in mind?

Tbora

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Re: Generic NPCs
« Reply #51 on: November 06, 2010, 03:48:36 AM »
Not the Fallen, but thug type demons which can serve as templates for various warlock types to summon.

Ranging from the weaker stuff like fungus demons to the hoary Demon Lord-esq ones that You Do Not Summon If You Wish To Live

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #52 on: November 07, 2010, 01:14:01 AM »
Summoner (Feet In The Water)

High Concept: Summoner
Other Aspects: Do Not Call Up What You Can Not Put Down, Supernatural Rolodex, Practised Negotiator
Skills:
Great: Lore, Discipline
Good: Conviction, Rapport
Fair: Empathy, Scholarship
Average: Presence, Resources
Stunts:
No Need For Binding (Rapport): +2 to Rapport when dealing with summoned creatures.
Powers:
Ritual (Summoning And Binding) [-2]
Refinement [-2]
Magic:
Foci: Summoning Circle Carpet (+3 complexity and control for summoning and binding)
Total Refresh Cost:
-5
Refresh Total:
1
« Last Edit: November 19, 2010, 03:32:39 AM by Sanctaphrax »

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #53 on: November 07, 2010, 04:52:20 AM »
Magical Security Expert (Feet In The Water)

High Concept: Magical Security Expert
Other Aspects: Onmyouji, Salaryman, Properly Paranoid
Skills:
Great: Lore, Burglary
Good: Discipline, Investigation
Fair: Alertness, Conviction
Average: Endurance, Guns
Stunts:
Improved Wardcrafting (Lore): All wards include warning system for no added complexity.
Security Expert (Burglary): Use Burglary to perform blocks against the use of Burglary for a given area.
Powers:
Ritual (Wards) [-2]
Refinement [-1]
Magic:
Foci: Duffel Bag Full Of Calligraphy Gear (+4 complexity to wards)
Total Refresh Cost:
-5
Refresh Total:
1
« Last Edit: November 19, 2010, 03:33:00 AM by Sanctaphrax »

Offline Falar

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Re: Generic NPCs
« Reply #54 on: November 07, 2010, 01:39:06 PM »
Improved Wardcrafting (Lore): All wards include warning system for no added complexity.
Point of order: I fairly sure you can't take a stunt that affects your supernatural powers. You'd probably be better off taking another Level of Refinement for another foci that adds Ward Complexity. You might actually be able to .. no, wait, that wouldn't make sense. I was thinking you could possibly get a +3 to Complexity as this focus item is only used for making sure Wards have the warning system, but you only need 2 complexity for that.
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Offline Sanctaphrax

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Re: Generic NPCs
« Reply #55 on: November 07, 2010, 05:55:37 PM »
This stunt/power thing is an ongoing debate. I am firmly on the side of "stunts can affect powers". I could go into reasons, but it would likely lead to this thread going way off topic.

Bottom line: If you don't like it, you can call it a [-1] power or swap it for a level of refinement.

PS: I would be willing to debate this. Make a new thread if that's what you want to do.

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #56 on: November 08, 2010, 11:35:24 PM »
Alright, it's time for the Lawbreakers. One for each law (except for the third and fourth, there's going to be one for the two of them), and then that's it for mortal practitioners. Expect me to start on demons once these are done.

Breaker Of The First Law (Chest Deep)

High Concept: Magical Murder Machine
Other Aspects: Collateral Damage, Man With A Cause, How Is Killing A Guy With Magic Worse Than Using A Gun?
Skills:
Superb: Conviction
Great: Discipline
Good: Lore, Endurance, Alertness
Fair: Guns, Athletics, Stealth
Average: Presence, Intimidation, Burglary, Survival, Fists, Might
Stunts:
Fallout Control (Discipline): May take 2 shifts of fallout without reducing the power of an evocation.
Powers:
Evocation [-3]
Refinement [-3]
Lawbreaker (First) [-2]
Magic:
Evocation (Fire, Air, Spirit): +2 fire power, +1 fire control
Foci: Blasting Rod (+3 offensive fire power), Glasses (+1 offensive fire control), Gauntlet (+2 defensive fire control, linked to a single spell), Armband (+2 defensive fire power, linked to a single spell)
Total Refresh Cost:
-9
Refresh Total:
-1
« Last Edit: November 19, 2010, 03:33:27 AM by Sanctaphrax »

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #57 on: November 10, 2010, 04:52:20 AM »
Breaker Of The Second Law (Submerged)

High Concept: Magic-Wielding Vigilante
Other Aspects: Poetic Justice, Transformation Is A Fitting Punishment
Skills:
Superb: Conviction, Lore
Great: Discipline, Investigation
Good: Endurance, Alertness
Fair: Athletics, Stealth, Burglary
Average: Resources, Contacts, Rapport, Presence, Fists
Powers:
Thaumaturgy [-3]
Sponsored Magic (Transformation) [-3] Allows transformation as evocation inflicting physical stress, with taken out results representing full transformation.
Lawbreaker (Second) [-2]
Refinement [-3]
Magic:
Thaumaturgy: +1 transformation and disruption control, +2 transformation and disruption complexity
Foci: Hat (+2 complexity to transformation and disruption), Wand (+2 control to transformation and disruption)
Enchanted Items: Costume (6 shift block against attack or armour 3, 3 uses/session), 1 potion slot (strength 5)
Total Refresh Cost:
-11
Refresh Total:
-1
« Last Edit: November 19, 2010, 03:35:03 AM by Sanctaphrax »

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #58 on: November 11, 2010, 12:08:06 AM »
Breaker Of The Third And Fourth Laws (Snorkelling)

High Concept: Sorcerous Mastermind
Other Aspects: Dance, My Puppets!; Nice Guy, Not Good Guy; Physical Violence Is Not Okay
Skills:
Superb: Discipline, Contacts
Great: Lore, Deceit, Conviction
Good: Presence, Rapport, Resources
Fair: Empathy, Scholarship, Alertness
Average: Endurance, Burglary, Investigation
Stunts:
Mastermind (Contacts): Add Employment trapping to Contacts. Use it to hire people.
Powers:
Thaumaturgy [-3]
Evocation [-3]
Lawbreaker (Third) [-2]
Lawbreaker (Fourth) [-2]
Refinement [-3]
Domination [-2]
Magic:
Evocation (Air, Water, Spirit): +1 spirit control, +2 spirit power
Thaumaturgy: +1 psychomancy control, +2 psychomancy complexity
Foci: Hand Mirror (+2 offensive spirit power), Skullcap (+2 psychomancy complexity)
Enchanted Items: Clothes (4 shift block against attack or armour 2, three uses/session), 2 potion slots (strength 4)
Total Refresh Cost:
-16
Refresh Total:
-3
« Last Edit: November 19, 2010, 03:35:28 AM by Sanctaphrax »

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #59 on: November 11, 2010, 02:58:54 AM »
Breaker Of The Fifth Law (Snorkelling)

High Concept: Kemmlerian Necromancer
Other Aspects: Death Is A Disease, Stereotypical Villain, Creepily Serene
Skills:
Superb: Conviction, Lore
Great: Discipline, Intimidation
Good: Presence, Endurance
Fair: Athletics, Deceit, Contacts, Empathy, Alertness
Average: Fists, Might, Craftsmanship, Resources, Weapons, Scholarship
Powers:
The Sight [-1]
Soulgaze [-0]
Wizard's Constitution [-0]
Thaumaturgy [-3]
Evocation [-3]
Sponsored Magic (Kemmlerian Necromancy) [-2]
Refinement [-3]
Lawbreaker (Fifth) [-2]
Magic:
Evocation (Air, Earth, Spirit): +1 spirit power
Thaumaturgy: +1 crafting strength, +2 necromancy complexity, +3 necromancy control
Foci: Skull Necklace (+1 complexity and control to necromancy), Spellbook (+2 offensive spirit power), Shield Ring (+1 defensive earth control)
Enchanted Items: Robes (6 shift block against attack or armour 3, 3 uses/session), 2 potion slots (strength 6)
Total Refresh Cost:
-14
Refresh Total:
-1
« Last Edit: November 19, 2010, 03:35:52 AM by Sanctaphrax »