Author Topic: Help with an NPC  (Read 2004 times)

Offline cetra02

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Help with an NPC
« on: August 07, 2010, 06:19:23 PM »
Travis, Josh, Robert and Scott hit back now please

Character: Will Wade
Player: Cetra02 (NPC)
Template: Pure Mortal
Musts: No supernatural powers; +2 refresh.
High Concept Aspect: Clued in Super Trooper
Trouble Aspect:

Phase Aspect: Retired SEAL

Skills
Superb (+5): (2)
Guns, Alertness
Great (+4): (5) Contacts, Endurance, Presence, Driving, Athletics
Good (+3): (5)  Conviction, Resources, Stealth,  Scholarship, Discipline
Fair (+2): (5)   Deceit, Might, Empathy, Weapons, Lore
Average (+1): (6)   Investigation, Rapport, Burglary, Fists, Intimidation, Survival
Performance(-1)

Stunts

Occultist: Vampires (Red Court)

Fast Reload: Provided that you have a supply of ammunition, reloads are rarely an issue. You take no penalty when reloading

as a supplemental action ; if you’re in a race to see who reloads first, or anything else having to do with your speed or

ability to reload, gain a +1 on the roll.

Linguist: You may speak (and read) additional languages as if your Scholarship score was 4 higher than it is. You may take

this stunt multiple times, adding four more each time. Up to half of the languages you speak may be obscure, rare, or dead,

provided you can establish an opportunity to study them.

Languages: English (native tongue), Spanish, Arabic, Russian, Latin, Navajo, ?, ?
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He was a Commander in the SEALS.  Thoughts on making him an associate of the Oder of Saint Giles if he was on missions in South and Central America?

Also he rounds out at 17 Refresh (15 is what my players have +2 for pure mortal) any thoughts on addtional stunts?
« Last Edit: August 07, 2010, 06:21:34 PM by cetra02 »

Offline Archmage_Cowl

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Re: Help with an NPC
« Reply #1 on: August 07, 2010, 06:33:09 PM »
I think it would be cool to make him with the Order of Saint Giles (explains the vampire knowledge) but he could also be with the Ventatori Umborum (the templars with flamethrowers). On the stunts idea i would give him

Gunslinger (guns): +1 to attack rolls with pistols and smaller hand guns.

Dual Wield (guns): You may add half the weapon rating of a gun in your second hand to the weapon rating of your attack. (so two weapon: 2 pistols would be a weapon: 3.)

Defensive Fire (guns): you may use guns to defend against anything athletics would allow provided you have a gun in your hand and are able to fire it.

Multi Shot (guns): you may make spray attacks with guns. (same as wall of death but for guns)
"I who stand in the full light of the heavens, command thee, who opens the gates to hell. Come forth Divine Lightning! This ends now! Indignation!" Jade Curtis Tales of the abyss

Offline cetra02

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Re: Help with an NPC
« Reply #2 on: August 07, 2010, 06:35:14 PM »
I think it would be cool to make him with the Order of Saint Giles (explains the vampire knowledge) but he could also be with the Ventatori Umborum (the templars with flamethrowers). On the stunts idea i would give him

Gunslinger (guns): +1 to attack rolls with pistols and smaller hand guns.

Dual Wield (guns): You may add half the weapon rating of a gun in your second hand to the weapon rating of your attack. (so two weapon: 2 pistols would be a weapon: 3.)

Defensive Fire (guns): you may use guns to defend against anything athletics would allow provided you have a gun in your hand and are able to fire it.

Multi Shot (guns): you may make spray attacks with guns. (same as wall of death but for guns)

Thanks.  Was also thinking of adding Sniper and some sort of Explosives Expert stunt. 

Offline Belial666

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Re: Help with an NPC
« Reply #3 on: August 08, 2010, 12:03:56 AM »
Swift Aim: You can aim as a supplemental action with handguns and other light weapons, taking the normal penalty.
Deadeye Shot: If you aim before firing, you can target vulnerable and unarmored areas. In that case, treat your enemy's armor as 2 points lower.
Double-Tap: Following the honored tradition of professional killers, if you hit a target, deal a consequence and the target survives, you may sacrifice your next action and tag that consequence to make a second attack with the same gun on the same target.
Lethal Shot: You know how to best take out unarmored targets with shots to the vitals. Against unarmored targets your guns do +2 damage. Against armor 1 they do +1 damage. No effect vs higher armor.
Expert Marksman: You have trained your abilities to the fullest, mastering marksmanship on a level others can only dream of. Whenever you spend a Fate point to reroll a Guns roll or invoke an aspect to improve your Guns roll, you may both reroll and take the +2 from the aspect.
Shot of Opportunity: Whenever an enemy you're aware of attempts to cast a spell or use another ability that requires obvious concentration, you may sacrifice your next action to immediately make an attack at him with Guns. If you hit, treat your weapon's weapon rating (but not any extra shifts from a high roll) as a block against his using the spell or ability.