The Dresden Files > DFRPG Resource Collection
Generic NPCs
Sanctaphrax:
Here's the first Emissary of Power.
Speaker For The Mighty (Hydrophobic)
High Concept: Mouthpiece Of A Godlike Being
Other Aspects: Disposable Weakling, Empty Shell of A Man, Speaks With Grandeur
Skills:
Good: Presence
Fair: Deceit, Intimidation
Average: Empathy, Rapport, Conviction
Stunts:
Excellent Speaker (Presence): +1 to public speaking, not modified by Performance.
Powers:
Marked By Power [-1]
Total Refresh Cost:
-2
Refresh Total:
0
This guy is pretty much just a flunky. When Mab needs to give a speech or attend a meeting that isn't important enough for her to handle personally, she sends one of these guys. He's got zero refresh, showing that he's really just a slave. The greater powers of the supernatural world could have quite a few of these.
Variants: Might not be human. A raven, for example, would have Dimunitive Size, Wings, and Echoes Of The Beast. Could be a Pure Mortal. Marked By Power could be replaced by a similar stunt, and you could give him one or two other stunts. He could also have positive refresh, which could mean no Excellent Speaker stunt or could just mean that the GM gave him a free refresh point.
Sanctaphrax:
Here's the second Emissary of Power.
The Ghosts' Ambassador (On The Beach)
High Concept: Representative Of The Local Ghosts
Other Aspects: So Many Ghosts, Ordinary Guy Doing An Extraordinary Job, Little Fish, Mediator
Skills:
Good: Rapport, Contacts
Fair: Lore, Presence, Empathy
Average: Deceit, Intimidation, Conviction
Stunts:
Ghostly Contacts (Contacts): +2 to find contacts among ghosts.
Powers:
Marked By Power [-1]
Ghost Speaker [-1]
Total Refresh Cost:
-3
Refresh Total:
1
This guy isn't a fighter. He's decent socially and he knows people, though, so he'd be a good contact for the PCs. He's also useful as a flavourful magical background character or a behind-the-scenes villain with little personal power.
This writeup is pretty much the absolute minimum for this character. If you decide to upgrade him, I reccomend that you give him Ritual (Ectomancy) and Occultist (Spirits). You could also throw in Channeling (Spirit) or some social stunts if you want him to pose more of a threat personally.
Sanctaphrax:
Here's the third Emissary of Power.
Emissary Of The God of Guns (Feet In The Water)
High Concept: Emissary Of The Gun
Other Aspects: Just Following Orders, Proud Of His Skill, Gun Collection Worth More Than His House, Lone Wolf
Skills:
Great: Guns
Good: Athletics, Endurance
Fair: Alertness, Conviction, Intimidation
Average: Presence, Rapport, Stealth, Empathy
Stunts:
Gun Nut (Guns): +2 to Guns when using it as a knowledge skill.
Way Of The Gun (Guns): Use Guns instead of Craftsmanship to build or repair guns, attacks with a specific type of gun inflict +1 stress.
Powers:
Marked By Power [-1]
True Aim [-1] for Guns, not Weapons
Mythic Toughness [-6]
The Catch [+5] anything that isn't a gun
Total Refresh Cost:
-5
Refresh Total:
1
This guy isn't a combat monster, but he can fight pretty well. He's best used as a mysterious opponent or rival to a gun-wielding character. If they complain about his toughness, remember that bows and rocket launchers are not in fact guns and will satisfy the catch.
There's a fair bit of room for variation with this guy. First of all, the stunts can be replaced with just about any gun stunts. Second, he could have more supernatural powers. His Mythic Toughness could go up to Physical Immunity, or he could be given a weapon-detecting Supernatural Sense. You could throw in an item of power, too. Like The Ghosts' Ambassador, this guy could use a power-up.
Sanctaphrax:
Hers's the fourth Emissary Of Power.
Emissary Of Joy (Up To Your Waist)
High Concept: Player Of The Song Of Joy
Other Aspects: People Come To Me For Help, Manic Pixie Dream Girl, I'm So Lucky Lucky
Skills:
Great: Performance, Empathy
Good: Rapport, Presence
Fair: Alertness, Lore, Contacts
Average: Conviction, Endurance, Athletics, Resources, Scholarship
Stunts:
Counselor (Empathy): Use Empathy to justify recovery from mental or social consequences.
Song Of Joy (Performance): Use Performance for the Incite Emotion power.
Powers:
Marked By Power [-1]
Supernatural Sense [-1] Happy people feel warm, sad ones feel cold.
Item Of Power [+2] Musical instrument providing:
Incite Emotion (Joy, At Range, Lasting Emotion, Potent Emotion) [-4]
Total Refresh Cost:
-6
Refresh Total:
1
This girl is mostly a social character, but she does have some pretty lethal mental attacks up her sleeve. She can't take a hit very well, but she can dish it out. She might seem like a hero at first, but there's nothing inherently moral about happiness. She can work as an ally or an enemy as the GM pleases.
Possible variations on this character include the addition of the Domination power, the elimination of the Performance element, or the removal of the Item Of Power. She could also use a few more stunts.
Sanctaphrax:
Here's the fifth Emissary Of Power.
The Goblin Knight (Chest Deep)
High Concept: Hunting Dog Of The Erlking
Other Aspects: The Ultimate Bounty Hunter, Friend To Goblins, Never Give Up The Trail, One Form For Hunting And One Form For Killing
Skills:
Superb: Survival
Great: Guns
Good: Endurance, Alertness, Contacts
Fair: Athletics, Stealth, Investigation, Intimidation
Average: Presence, Conviction, Lore, Fists
Skills (Beast Form):
Superb: Fists, Survival
Great: Alertness, Stealth
Good: Endurance, Athletics
Fair: Might, Investigation
Average: Conviction, Intimidation
Stunts:
Hunter (Survival): +2 to Survival when using it to track.
I'm Looking For Mr Brown (Contacts): Attempts to find someone with contacts get +2 and happen one time increment faster.
Powers:
Marked By Power [-1]
Echoes Of The Beast [-1] Hunting Dog
Item Of Power [+2] Dog Collar granting:
Beast Change [-1]
Inhuman Strength [-2]
Inhuman Speed [-2]
Claws [-1]
Total Refresh Cost:
-8
Refresh Total:
0
A combat-capable character with a few things going on outside of combat too. He'd make a good person for the players to enlist the help of.
We don't know a lot about the Erlking, and so I have no idea whether this is a good representation of the emissaries that he may or may not have. Other possibilities include Supernatural Senses, Toughness and Recovery powers, Pack Instincts, Sponsored Magic, leaving out the transformation, leaving out the Item Of Power, or changing the stunts.
As written, the emissary of the Erlking has 0 Refresh and therefore no free will. Try to keep that in mind when roleplaying him.
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