Author Topic: Generic NPCs  (Read 167552 times)

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #720 on: October 14, 2012, 03:31:43 AM »
Sure. I was planning a telepath and a telekinetic anyway.

Offline Locnil

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Re: Generic NPCs
« Reply #721 on: October 14, 2012, 05:37:43 AM »
Actually, I though I'd give it a try myself. Reading through the books again, it's uncanny what a perfect fit the Nightside is for the DFRPG. And the Secret Histories, as well.

Offline Taran

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Re: Generic NPCs
« Reply #722 on: October 17, 2012, 05:32:49 PM »
I only recently discovered this thread...more accurately, I always new it was here and only recently read through it all.  It's great work and I have to say that I've been busy with my "Ctrl C/V" so that I can steal NPC's for my own use.  Would you consider doing a few NPC's specific to a setting?

A good natured and charismatic old Merchant who sells charms/trinkets/protections.  (he's not even sure if they actually work)
He travels the country-side on a cart pulled by an ox.
He's actually a spy for a neighbooring country.  So his whole merchant thing is a charade.
I'd put him around waist deep.  He doesn't fight at all and prefers to flee or surrender.

I'd planned to do this stuff myself, but you're so much better with the custom stunts/powers than I am.
« Last Edit: October 17, 2012, 06:44:00 PM by Taran »

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #723 on: October 17, 2012, 09:26:13 PM »
Sure, I can write up that guy.

But it seems to fit the Spare Character Concepts thread better than this one, so I'll do it there.

Offline Belial666

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Re: Generic NPCs
« Reply #724 on: October 18, 2012, 07:48:24 PM »
Elite Spartan Warrior (Feet In The Water)

High Concept: Shieldline Spearman
Other Aspects: With Your Shield Or On It, Come And Get Them
Skills:
Great: Weapons, Endurance
Good: Discipline, Athletics
Fair: Fists, Conviction
Average: Survival, Might
Stunts:
Weapon Focus: Polearms (+1 attack with polearms)
Weapon Specialization: Polearms (+2 damage with polearms)
Shield Mastery (+2 defense with weapons when using a shield)
Shield-line (+1 armor when participating in a line formation of at least 3 warriors who all have shields and this stunt)
Emotionless Mask (use Discipline to intimidate when wearing a full-face helmet)
Equipment:
Heavy spear (w3 melee)
Heavy shield (can use weapons to defend against most ranged attacks)
Full-faced greek helmet
Hoplite armor (armor 2. +1 vs slashing melee, -1 vs guns or energy)
Total Refresh Cost:
-6
Refresh Total:
3 (true mortal)



PS:
Assuming not very bad rolls, a spartan warrior can beat a black court vampire. Is this awesome or what?
« Last Edit: October 18, 2012, 07:55:11 PM by Belial666 »

Offline Mr. Death

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Re: Generic NPCs
« Reply #725 on: October 18, 2012, 08:32:27 PM »
Looks good, aside from my dislike of the Weapon Focus and Weapon Specialization stunts.
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Offline Locnil

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Re: Generic NPCs
« Reply #726 on: October 20, 2012, 04:51:56 AM »
No need to specify Spartan, really - it seems like an average, well-trained, well-equipped phalanx warrior, really. As for the BCV thing, well, it's not like they are optimized write-ups in the first place, unlike the Spartan.

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #727 on: October 21, 2012, 12:54:51 AM »
How many types of well-trained, well-equipped phalanx warriors are there, anyway?

Telepath (Feet In The Water)

Government psionics programs rarely manage to create telepaths without breaking them. But employing existing telepaths is substantially easier. When word of a child with mental powers reaches the ears of the government, the child is kidnapped and trained to serve as an agent. They're turned loose to serve their masters before puberty and killed off in their late teens, because if you let your psychic slaves grow up they tend to fight back.

High Concept: Telepath
Other Aspects: Government Agent, Kidnapped And Indoctrinated, Really Young
Skills:
Great: Discipline
Good: Contacts, Deceit
Fair: Resources, Investigation, Alertness
Average: Conviction, Presence, Stealth, Burglary
Powers:
Greater Compulsive Weaponized Telepathy [-5]
Total Refresh Cost:
-5
Refresh Total:
1

Telekinetic (Feet In The Water)

Though the government tries to control all psychic powers, it can't. Telekinesis, in particular, is hard to control because it generally becomes noticeable when the psychic is in their teens. And teenagers with superhuman abilities almost always fight back when you try to kidnap them.

So the typical telekinetic is a fugitive kid.

High Concept: Telekinetic
Other Aspects: Hunted By The Government, Teenage Immaturity, Surprisingly Capable
Skills:
Great: Conviction, Discipline
Good: Athletics, Alertness
Fair: Stealth, Deceit
Average: Endurance, Rapport
Powers:
Telekinesis (Metaphysical Inhuman Strength) [-5]
Total Refresh Cost:
-5
Refresh Total:
1

Greater Pyrokinetic (Submerged)

Very few pyrokinetics remain sane after attaining their powers. Those that do tend to be the strongest of their kind.

So if you run into a pyrokinetic person who isn't obviously psychologically damaged, you should be afraid. They're clearly pretty badass.

Most sane pyrokinetics work for the people who created them, as assassins or as anti-supernatural warriors.

High Concept: Pyrokinetic
Other Aspects: Government Test Subject, Super Prototype, Still Sane, Professional Killer
Skills:
Superb: Discipline
Great: Alertness, Stealth, Conviction
Good: Endurance, Deceit, Intimidation
Fair: Athletics, Might, Investigation
Average: Presence, Empathy, Burglary
Stunts:
You Are Kindling (Discipline): Inflict +2 stress with fire attacks against anyone wearing something flammable.
Shield Of Fire (Discipline): +2 to defend against unarmed attacks and attacks with flammable projectiles.
Powers:
Incite Potent Protective Persistent Avoidable Mass Physical Effect At Range (Fire, with Discipline) [-7]
Total Refresh Cost:
-9
Refresh Total:
1

Offline Locnil

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Re: Generic NPCs
« Reply #728 on: October 21, 2012, 06:09:57 PM »
I know that pyrokinesis is Incite Effect, but where did you get the other powers?

Offline Sanctaphrax

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Re: Generic NPCs
« Reply #729 on: October 21, 2012, 08:02:26 PM »
It's all on the list.
« Last Edit: December 24, 2016, 07:40:54 AM by Sanctaphrax »

Offline Quazar

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Re: Generic NPCs
« Reply #730 on: November 19, 2012, 09:35:37 PM »
Dude... can we stat the Slenderman?

Offline HumAnnoyd

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Re: Generic NPCs
« Reply #731 on: November 19, 2012, 10:45:11 PM »
Quote
It's all on the list.

Is there any way you can make a version of the list in standard word or as a text file or something?  I am having some strange formatting issues with your file.
It's not the Heat, It's the Humanity.

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Offline Sanctaphrax

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Re: Generic NPCs
« Reply #732 on: November 20, 2012, 04:54:27 AM »
Not easily. I don't own Microsoft Word.

The program I use is LibreOffice, which is available for free online. So you could download that.

Alternately, you could head over to the Custom Power thread. Page 52 contains a fairly recent copy-paste of the list.

As for slenderman, it's been done.

Offline HumAnnoyd

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Re: Generic NPCs
« Reply #733 on: November 20, 2012, 10:42:06 PM »
Cool.  Thanks.
It's not the Heat, It's the Humanity.

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Offline Sanctaphrax

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Re: Generic NPCs
« Reply #734 on: November 24, 2012, 12:08:13 AM »
In keeping with the ongoing attempt to make NPCs with custom Powers, here's something with Variable Abilities and Supernatural Martial Arts.

Keeper Of The Talismans Of Shendu (Submerged)

Once there was a demon called Shendu. It was powerful and evil, etc. Then a righteous warrior defeated him and turned him into a statue. His power was sealed into twelve talismans.

The talismans are a source of great power, and if brought to the statue of Shendu could revive the demon. And so to this day the last descendent of the righteous warrior who defeated Shendu guards the talismans. Unfortunately, he's old and soon he'll die. If only he'd had children while he could, there'd be someone to take up his mantle.

High Concept: Keeper Of The Talismans Of Shendu
Other Aspects: Lives In A Cave On Top Of A Mountain, Ancient Master Of Martial Arts, Shendu Must Be Kept Sealed, Last Of The Keepers
Skills:
Superb: Fists
Great: Lore, Discipline, Athletics
Good: Conviction, Endurance, Alertness
Fair: Survival, Stealth, Might
Average: Presence, Intimidation, Investigation
Stunts:
Martial Artist (Fists): Fists +1 for Assessments and Declarations to do with combat.
Powers:
Variable Abilities (Talismans Of Shendu 3) [-6]
Supernatural Martial Arts (Enhanced Accuracy, Enhanced Defence, Enhanced Damage, Spectral Strike, Distant Strike, Whirlwind Attack) [-2]
Total Refresh Cost:
-9
Refresh Total:
1