Author Topic: Generic NPCs  (Read 167447 times)

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #90 on: November 19, 2010, 08:54:12 PM »
The Demon Lord has a separate physical immunity for three reasons. The first is that some GMs may object to the cheesiness of taking Physical Immunity with Modular Abilities. The second is that in order to gain any benefit from a catch that applies to powers gained through Modular Abilities, the catch has to be consistent. So any other toughness powers that he uses would have the catch of holy stuff otherwise. Thirdly, the Physical Immunity to all non-holy damage is a big part of the Demon Lord's schtick, and I think it deserves to be more than just another option for Modular Abilities.

Of course, you can make whatever changes you like to him if you end up using him in your game.

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #91 on: November 19, 2010, 09:14:57 PM »
Beat Cop (On The Beach)

High Concept: Beat Cop
Other Aspects: Thin Blue Line, Respect My Authority
Skills:
Good: Investigation
Fair: Athletics, Guns, Fists, Alertness
Average: Endurance, Contacts, Driving, Intimidation
Stunts:
Police Ties: +2 to contact other cops.
Walking The Beat: +2 to any roll made to notice or investigate something wrong on his beat.
Armed Arts: May use Fists to wield knife and nightstick.
Total Refresh Cost:
-1 (Pure Mortal)
Refresh Total:
3
« Last Edit: November 19, 2010, 09:17:54 PM by Sanctaphrax »

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #92 on: November 20, 2010, 01:15:33 AM »
Ralexs asked me in a personal message to post my take on the Fellowship Of St. Giles. We don't have much info on the Fellowship, so this will be mostly improvised. I plan to create four characters: an ordinary member, an operative, a soldier, and a coordinator. This won't cover the entire Fellowship, but it should be enough for any game that doesn't focus on their struggle. First, the ordinary member:

Fellow Of St. Giles (Feet In The Water)

High Concept: Member Of The Fellowship Of St. Giles
Other Aspects: The Red Court Must Be Destroyed, Pretty Ordinary Despite The Whole Vampire Infection Thing
Skills:
Good: Fists, Discipline
Fair: Deceit, Lore, Alertness
Average: Endurance, Conviction, Presence, Burglary, Athletics, Might, Stealth, Intimidation
Powers:
Blood Drinker [-1]
Addictive Saliva [-1]
Tattoos of St. Giles [-2]
Feeding Dependency (Blood) [+1] affecting:
Inhuman Strength [-2]
Total Refresh Cost:
-5
Refresh Total:
1

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #93 on: November 20, 2010, 05:19:51 AM »
Supervisor (Chest Deep)

High Concept: Corporate Manager
Other Aspects: One Step Down From The Boss, Money Is Power And I Am Rich, I Never See The Little People, Don't Bother Me With The Details
Skills:
Great: Presence, Resources, Contacts
Good: Rapport, Deceit, Scholarship
Fair: Intimidation, Discipline, Empathy
Average: Endurance, Alertness, Investigation
Stunts:
High-Level Leadership (Presence): Leading a group is at +1 and 1 time increment faster.
My Wallet Has A Lot To Say (Resources): +2 to Resources for the Money Talks trapping.
Corporate Shark (Presence): +1 to all social skills when his status as a businessman is relevant.
The Boss (Contacts): May use Contacts to hire people.
Excellent Negotiator (Rapport): +2 to Rapport when there's money at stake.
Networking (Contacts): +2 to Contacts within the business world.
Total Refresh Cost:
-4 (Pure Mortal)
Refresh Total:
4

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #94 on: November 20, 2010, 04:12:16 PM »
Operative Of St. Giles (Up To Your Waist)

High Concept: Operative Of The Fellowship Of St. Giles
Other Aspects: The Red Court Must Be Destroyed, Keeping The Vampire Under Control, Discretion Is The Better Part Of Valour
Skills:
Good: Stealth, Discipline, Alertness, Deceit
Fair: Athletics, Burglary, Intimidation, Lore
Average: Endurance, Presence, Conviction, Weapons, Investigation
Powers:
Blood Drinker [-1]
Addictive Saliva [-1]
Tattoos of St. Giles [-2]
Feeding Dependency (Blood) [+1] affecting:
Inhuman Speed [-2]
Cloak Of Shadows [-1]
Total Refresh Cost:
-6
Refresh Total:
1
« Last Edit: November 20, 2010, 11:16:19 PM by Sanctaphrax »

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #95 on: November 21, 2010, 12:57:43 AM »
Soldier Of St. Giles (Chest Deep)

High Concept: Soldier Of The Fellowship Of St. Giles
Other Aspects: The Red Court Must Be Destroyed, Superpowered Evil Side, Kill 'Em All
Skills:
Great: Guns, Athletics
Good: Endurance, Alertness, Discipline
Fair: Fists, Deceit, Stealth, Intimidation
Average: Lore, Presence, Conviction, Might, Survival
Stunts:
Sworn Enemy Of The Red Court (Guns): All attacks inflict 2 extra stress to Red Court Vampires.
Powers:
Blood Drinker [-1]
Addictive Saliva [-1]
Tattoos of St. Giles [-2]
Feeding Dependency (Blood) [+1] affecting:
Inhuman Speed [-2]
Inhuman Toughness [-2]
The Catch (Holy Stuff) [+1]
Total Refresh Cost:
-7
Refresh Total:
1

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #96 on: November 21, 2010, 01:24:24 AM »
Coordinator Of The Fellowship of St. Giles (Submerged)

High Concept: Group Leader Of The Fellowship Of St. Giles
Other Aspects: The Red Court Must Be Destroyed, Badass Abnormal, Expert Strategist, Better Death Than Capture, The Guy With The Goods
Skills:
Superb: Contacts
Great: Discipline
Good: Presence, Intimidation, Deceit, Resources
Fair: Conviction, Lore, Rapport, Empathy
Average: Endurance, Stealth, Guns, Athletics, Alertness, Fists
Stunts:
Arsenal (Resources): +2 to Resources for weapons.
Leader Of The Fellowship (Contacts): +2 to Contacts when dealing with other member of the Fellowship Of St. Giles.
The Boss (Contacts): May use Contacts to hire people.
Minions (Contacts): May use contacts to declare the presence of other members of the Fellowship Of St. Giles.
Powers:
Blood Drinker [-1]
Addictive Saliva [-1]
Tattoos of St. Giles [-2]
Feeding Dependency (Blood) [+1] affecting:
Inhuman Recovery [-2]
Inhuman Toughness [-2]
The Catch (Holy Stuff) [+2]
Total Refresh Cost:
-9
Refresh Total:
1

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #97 on: November 21, 2010, 04:29:50 AM »
I'll be making some Fomors (from Aftermath) for mostlyawake soon, but right now I'd like to take care of a few personal projects. I've wanted to make a holy warrior, a ninja, and a zero-refresh mortal for a while, and I'm going to do it now. It won't take long, I promise.

Holy Warrior (Feet In The Water)

High Concept: Holy Warrior
Other Aspects: Bare-Fisted Monk, Fanatical Destroyer Of Evil
Skills:
Great: Fists, Conviction
Good: Endurance, Might
Fair: Athletics, Alertness
Average: Presence, Empathy
Stunts:
Destroyer Of Abominations (Fists): All attacks with Fists inflict 2 additional stress to creatures that are an offense to your faith.
Righteous (Conviction): Increase Conviction by 2 when using it to complement other skills with the Righteousness power.
Powers:
Righteousness [-2]
Holy Touch [-1]
Total Refresh Cost:
-5
Refresh Total:
1

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #98 on: November 21, 2010, 04:37:47 AM »
Generic Ninja (Feet In The Water)

High Concept: Ninja
Other Aspects: Martial Artist, Pop Culture Is Right, Assassin
Skills:
Great: Fists, Athletics
Good: Stealth, Alertness
Fair: Burglary, Discipline
Average: Endurance, Deceit
Stunts:
Armed Arts (Fists): Wield katana and shuriken with Fists.
Powers:
Cloak Of Shadows [-1]
Spider Climb [-1]
Inhuman Speed [-2]
Total Refresh Cost:
-5
Refresh Total:
1

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #99 on: November 21, 2010, 04:54:48 AM »
Slaver (Hydrophobe)

High Concept: Slave Trader
Other Aspects: Irredeemable Sadist, The Banality Of Evil, Smuggler
Skills:
Good: Resources
Fair: Intimidation, Contacts
Average: Presence, Weapons, Deceit
Stunts:
Prepping The Merchandise (Intimidation): +2 to Intimidation when using it on slaves.
Torturer (Intimidation): May use Intimidation to inflict mental stress if given the chance to inflict pain.
Slave Owner (Resources): +2 to Resources when dealing with slaves.
Slaver's Network (Contacts): +2 to Contacts when dealing with slaves, slave traders, or slave owners.
Total Refresh Cost:
-2 (Pure Mortal)
Refresh Total:
0

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #100 on: November 21, 2010, 06:17:20 PM »
Got the first Fomor here. This is mostly speculation, but since we haven't seen much of the Fomors yet you aren't likely to get anything better. On an unrelated note, I got some new requests from cgodfrey that I'll be working on soon. The first is for ghost pirates, which will be posted here and here only. The others are for a nereid, a siren, and a sphinx. Those will be posted on the mythical creatures thread as well as this one.

Basic Fomor (On The Beach)

High Concept: Fomor Minion
Other Aspects: Fishman, My Life For The Master, May Once Have Been Human
Skills:
Good: Weapons, Athletics
Fair: Alertness, Might, Endurance
Average: Survival, Stealth, Fists
Powers:
Inhuman Strength [-2]
Inhuman Speed [-2]
Aquatic [-1]
Echoes Of The Beast [-1] Gives sonar, +1 to Alertness underwater, and the ability to talk to fish.
Total Refresh Cost:
-6
Refresh Total:
-2
« Last Edit: November 21, 2010, 06:44:47 PM by Sanctaphrax »

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #101 on: November 21, 2010, 06:31:39 PM »
Big Fomor (Up To Your Waist)

High Concept: Big Fomor
Other Aspects: Fishman, My Life For The Master, Professional To A Fault, May Once Have Been Human
Skills:
Great: Fists, Endurance
Good: Athletics, Might
Fair: Guns, Alertness, Discipline
Average: Survival, Intimidation, Presence, Lore, Investigation
Stunts:
Sea Urchin Launcher Wielder (Guns): +1 to Guns when attacking with Fomor weapons.
Powers:
Aquatic [-1]
Echoes Of The Beast [-1] Gives sonar, +1 to Alertness underwater, and the ability to talk to fish.
Hulking Size [-2]
Inhuman Strength [-2]
Inhuman Toughness [-2]
The Catch (unknown) [+0]
Total Refresh Cost:
-9
Refresh Total:
-2

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #102 on: November 21, 2010, 06:44:23 PM »
Fomor Sorcerer (Chest Deep)

High Concept: Fomor Sorcerer
Other Aspects: Fishman, Bad Boss, May Once Have Been Human, Total Asshole, Terrible Voice Issues Terrible Threats
Skills:
Great: Lore, Discipline, Intimidation
Good: Conviction, Contacts, Presence
Fair: Resources, Fists, Alertness
Average: Survival, Might, Athletics
Stunts:
Fomor Resources (Resources): May take a point of sponsor debt for +4 to a Resources roll that directly benefits Fomorkind.
The Boss (Contacts): May use Contacts to hire people.
Minions (Contacts): May use Contacts to declare the presence of lesser Fomors.
Powers:
Aquatic [-1]
Echoes Of The Beast [-1] Gives sonar, +1 to Alertness underwater, and the ability to talk to fish.
Fomor Magic [-0] Spellcasting requires nearby water rather than being prevented by it.
Evocation [-3]
Thaumaturgy [-3]
Refinement [-1]
Inhuman Strength [-2]
Magic:
Evocation (Earth, Spirit, Water): +1 water power
Thaumaturgy: +1 psychomancy control, +2 Fomor magic complexity
Foci: Evocation Ring (+1 offensive water control and power), Thaumaturgy Ring (+1 psychomancy and Fomor magic complexity)
Total Refresh Cost:
-14
Refresh Total:
-6
« Last Edit: December 07, 2010, 01:34:19 AM by Sanctaphrax »

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #103 on: November 21, 2010, 06:50:24 PM »
Alright, so there you have the Fomors. There's some disagreement about their powers. It might be more suitable to give them Supernatural Sense (sonar) or a custom power instead of Echoes Of The Beast. And the stats of the Big Fomor are very uncertain. Maybe he should have Inhuman Speed and Supernatural Tougness. Maybe he shouldn't have Hulking Size. Maybe the one in Aftermath was unique, and the Big Fomor isn't a generic NPC at all. Whatever. Maybe future books will reveal the answers, maybe they won't. For now, we improvise.

Tbora

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Re: Generic NPCs
« Reply #104 on: November 21, 2010, 07:03:50 PM »
Can you post what a couple levels of Fomor nobility look like?