Author Topic: Generic NPCs  (Read 167446 times)

Offline S1C0

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Re: Generic NPCs
« Reply #780 on: May 08, 2013, 10:53:43 PM »
at Sanctaphrax

Excellent touch! i had not even thought about that facet, perhaps human guise
  • wold do the trick or a limited shape-shifting power.Or that field of obscurity power?


Oh how about a failsafe against people trying to steal your idea, perhaps selfdestruct wold be in order.




Vae Victus

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #781 on: May 09, 2013, 06:41:28 AM »
Okay, how about this.

Super Robot (Scuba Diving)

Complexity 56 to create.

A note on creating creatures with Thaumaturgy: its balance depends on the assumption that high-complexity rituals are hard. If you can crank out a sufficiently-large ritual without massive effort, this guy's gonna be pretty unfair.

Also, I have doubts about the balance of that Flying Harness from a few posts back. I figure you deserve a warning.

High Concept: Magical Android
Trouble Aspect: Doesn't Understand People
Other Aspects: Disguised As A Human, Lightning Powered, Self-Destruct Device, My Greatest Creation, Built-In Tools And Libraries
Skills:
Superb: Fists, Might, Craftsmanship
Great: Athletics, Scholarship, Lore
Good: Endurance, Conviction, Alertness
Fair: Investigation, Discipline, Performance
Average: Presence, Intimidation, Stealth
Powers:
Semi-Animate [-1]
Flesh Mask [-1]
Ranged Natural Weaponry [-2] (Electricity)
Conductive Mutual Lethal Damage Shield [-5]
Mythic Strength [-6]
Inhuman Speed [-2]
Mythic Toughness [-6]
Mythic Stoicism [-3]
Magical Worksite [-2]
Superior Searchable Mental Library [-4]
Total Refresh Cost:
-30
Refresh Total:
-13

Offline S1C0

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Re: Generic NPCs
« Reply #782 on: May 09, 2013, 03:50:03 PM »
at Sanctaphrax

mwhahahaha

IT Lives.....

that is exactly what i had in mind thank you so much man

about the flying harness it looks solid but perhaps make it powered by a wind elemental to add some

difficulty to control. IE demonic copilot?
Vae Victus

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #783 on: May 10, 2013, 07:07:43 AM »
You're very welcome.

I wouldn't use Demonic Co-Pilot if I were you. Rolling twice for everything is kind of annoying.

The issue with the harness is that by wearing it you become incredibly mobile and really hard to hit. The summoning system wasn't really intended for self-buffs of that kind. So it might not be balanced.

Offline ways and means

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Re: Generic NPCs
« Reply #784 on: May 22, 2013, 10:46:25 PM »
Here is anime Giant just for fun.

High Concept: Man Eating Giant
Trouble Aspect: Always Hungry 
Other Aspects: Mindless, 50ft Tall Terror, Ignores Animals, Neck Weakness, Mysterious Origins

Skills:
Superb: Fists, Might
Great: Athletics, Endurance
Good: Alertness, Intimidation
Fair:
Average:

Powers:
Mindless [-0]
Mythic Strength [-6]
Titanic Size [-4] (50 ft Height) 
Potent Natural Weapon [-2] Gaping Jaw
Immunity to all physical stress with a moderate weakness (a spot in the centre of the neck about 2 meters across) [12]

Total Refresh Cost:
-20
Refresh Total:
-10

I am not sure that immunity shouldn't cost more as reaching or shooting a spot in the centre of a 50ft giants neck is going to require an incredibly amount of positioning without the aid of wings, teleport etc.
« Last Edit: May 22, 2013, 10:58:18 PM by ways and means »
Every night has its day.
Even forever must come to an end....
I think.

Offline Taran

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Re: Generic NPCs
« Reply #785 on: May 23, 2013, 12:11:10 AM »
Fee Fi Fo Fum  should be an aspect  ;)

Offline S1C0

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Re: Generic NPCs
« Reply #786 on: May 30, 2013, 12:52:04 AM »
At  Sanctaphrax

Did you ever try stating out the Loch Ness monster?

I would love to see your ideas.
Vae Victus

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #787 on: May 30, 2013, 06:02:19 AM »
I don't think I ever tried statting Nessie.

If I did, I'd probably go with

-Claws/Natural Weaponry
-Aquatic
-Hulking Size
-Echoes Of The Beast
-Supernatural Strength
-Supernatural Toughness

and maybe a bit of Stealth stuff. You can't normally hide when you have Hulking Size, but I'm sure a stunt or an Echoes Of The Beast trapping could help with that.

Offline vultur

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Re: Generic NPCs
« Reply #788 on: November 09, 2013, 09:55:39 PM »
Outsider Minion #1 (Feet in the Water)

High Concept: Multi-Limbed Battle Beast
Other Aspects: Shrugs Off Magic

Skills
Great: Fists, Might
Good: Alertness, Endurance
Fair: Athletics, Intimidation
Average: Conviction, Weapons

Stunts
Too Many Limbs (Fists): Can make spray attacks with Fists
Too Many Limbs (Might): +1 to Might for purposes of grapples

Powers
Claws [-1]
Inhuman Strength [-2]
Inhuman Recovery [-2]
Inhuman Toughness [-2]
    The Catch [+0]: attacks by Starborn
Mythic Toughness [-6]
    The Catch [+5]: only against mortal magic. Seelie/Unseelie works just fine.
Supernatural Sense [-1]: 360-degree vision, can see in total darkness

Stress
Mental ooo
Physical oooo
Social oo

Total Refresh Cost: -11
Remaining Refresh: -5


EDIT: Description - This is a spherical body with clawed limbs extending in all directions. It can use any of them to walk or to attack with, so it has no clear top or bottom, front or back. It has no visible sensory organs, but this doesn't seem to impair it in any way.

EDIT x2: fixed Refresh cost for adding on Supernatural Sense.
« Last Edit: November 09, 2013, 10:00:15 PM by vultur »

Offline Taran

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Re: Generic NPCs
« Reply #789 on: September 30, 2014, 06:47:03 PM »
I couldn't find a generic Fence in this thread.  Found a couple smugglers which are close.

A question:
Is there a place where these submissions are categorized and/or alphabetized?  Like some kind of master list somewhere?

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #790 on: September 30, 2014, 09:25:22 PM »
Not really. But there's this.

Offline Intrinsic

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Re: Generic NPCs
« Reply #791 on: March 15, 2015, 10:37:41 PM »
Sanctaphrax,

This a LOT of really good stuff! Thanks for all the work and great ideas. But I agree with Taran, it would be VERY helpful to get an updated (or at least easier to quantify and search for) list or lists for all these cool ideas. I'll never even be able to scratch the surface of your creations on this thread. lol!

I suppose there's really no way to do it, is there?

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #792 on: March 17, 2015, 02:47:25 AM »
Thanks, it's very kind of you to say so.

It wouldn't be impossible to make a proper list. Someone would just have to go through the thread copy-pasting everything. Problem is, that'd take time and effort.

I might eventually do that, but it's nowhere near the top of my to-do list.

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #793 on: April 27, 2015, 05:49:45 PM »
S1C0 asked me to repost this, so...

Here's a link to a Dropbox folder containing bunch of character sheets from this thread.

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #794 on: May 01, 2015, 06:24:25 AM »
Been thinking a bit about martial arts and how to represent them in DFRPG lately. So here are some generic martial artist stats.

I'm sticking to the polite fiction that all arts are combat-effective, in case it's not obvious. And I know most of these arts from the outside only, so don't use this as a guide to martial arts. Not that anyone is likely to do that, but anyway...

Martial Artist (Hydrophobe)

These stats are intended for a serious but not professional martial artist. Many of those people will actually be On The Beach or Feet In The Water, since they have a day job and other things in life beyond fighting.

To make a martial artist who isn't just a martial artist, adjust Aspects to taste and add skills + stunts to this sheet. Bear in mind that adding a Fair skill and a Good skill makes for a valid On The Beach sheet, and provides enough skill for most day jobs.

High Concept: Martial Artist
Other Aspects: Not A Soldier, Years Of Dedication To Insert Style/School Here
Skills:
Good: Fists
Fair: Might
Average: Endurance, Conviction, Discipline, Athletics, Alertness
Stunts:
2 Stunts. Which Stunts depends on style.
Total Refresh Cost:
0 (Pure Mortal)
Refresh Total:
2

The stunts that a martial artist gets depends on the style they practice. Here are some examples (and yes, many of these aren't exactly MA styles. I don't care.):

Taekwondo (ITF style)

Most TKD users have:
Patterns (Fists): You may use Fists instead of Performance to perform dance-like martial arts performances.

The following stunts are also common:
Lethal Weapon
Tough Stuff
Martial Artist
Expert Blocker (Fists): +2 to defend against unarmed attacks.
Board Breaking (Might): +2 to break inanimate objects. Maybe a Fists stunt, depending on how your group plays.
Flying Kick (Fists): You may make a flying kick instead of a regular attack. This gives you a +3 bonus to your weapon rating and lets you move a zone supplementally without a penalty before attacking, but gives everyone a +2 bonus to hit you until your next turn. Stacks with other stress-boosting Fists stunts.

MMA (Mostly but not entirely Brazilian Jiu-Jitsu)

Most MMA users have:
Nasty Infighter (Fists): Grapple with Fists.

The following stunts are also common:
Martial Artist
Lethal Weapon
Tough Stuff
Tireless
Expert Blocker
Hard To Hold (Fists): All grapples against you are considered to be 2 shifts weaker.
Submission Hold (Fists): When grappling someone, you may take a supplemental action to inflict stress and a supplemental action to create an Aspect on the same round. This means you take a -2 penalty, of course.

Fencing (Replace Fists with Weapons.)

The following stunts are common:
Riposte
Duelist (Weapons): +1 to defend against melee weapon attacks, +1 to defend in a 1v1 fight. These bonuses stack with each other.
Sword Focus (Weapons): +1 to attack with a fencing-style sword.
Fancy Swordwork (Weapons): +2 to maneuver with a blade.
Highly Mobile (Athletics): No penalty to move supplementally.

Eskrima

Most Eskrima users have:
Armed Arts (Fists): Use Fists to wield sticks and knives.

The following stunts are also common:
Footwork
Riposte (for Fists)
Off-Hand Weapon Training (for Fists)
Angles of Attack (Fists): +2 to defend against melee weapons.
Arm Slash (Fists): On a successful Fists attack, may spend a Fate Point to have that attack also count as a maneuver reflecting the side effects of the attack. Slashing an arm to make someone drop a weapon is the classic example.

Judo (Swap Fists and Might.)

The following stunts are common:
Wrestler
Martial Artist
Hard To Hold
Redirected Force
Skilled Grappler (Might): +2 to make maneuvers related to grabbing people.
Judo Throw (Might): May immediately end a grapple to make an attack with Might+2 against the grapple-ee. Weapon rating is 2 on grass, 4 on asphalt, and 6 on jagged rocks.

Boxing

The following stunts are common:
Lethal Weapon
Tireless
Tough Stuff
Expert Blocker
Battle-Hardened (Fists): Use Fists to determine physical stress track.
Stand Up Again (Endurance): 2 extra mild physical consequences for use against blunt force, exhaustion, and environmental damage.
Just Making Me Mad (Endurance): Once per scene, when taking a consequence, may spend a Fate Point to "steal" the tag on that consequence from the person who inflicted it.
Stronger And Stronger (Fists): +1 to Fists attacks once the fifth exchange of the fight has started.

Krav Maga

The following stunts are common:
Footwork
Martial Artist
Disarm (Fists): On a successful Fists defence against an armed attack, sacrifice your next action to take their weapon away.
Armed Arts (Fists): Use Fists to attack with knives and to hit people with guns.
Skilled Improviser (Fists): Use Fists to attack with improvised weapons.
This One Really Hurts (Fists): If you make a successful Fists attack against someone, they get -2 to attack you next turn.
Strike To Kill (Fists): Inflict +2 stress when actually trying to kill a human opponent with Fists.