The Dresden Files > DFRPG Resource Collection

Generic NPCs

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bibliophile20:

--- Quote from: jadecourtflunky on February 02, 2011, 10:40:35 PM ---That guy looks like the kind of guy who gets his face broken when he tries to scare a jumpy PC :) ....

--- End quote ---
If he's lucky.  If he tries to jump--or even walk menacingly--near a wizard, he might just end up roasted.

jadecourtflunky:
Hey, can you stat up various ghosts? I'm playing as a ghost-speaker in an upcoming game, and it may help my GM if I end up on the bad end of one.

Sanctaphrax:
The funny thing is that the Vampire Poser is actually very good at posing as a vampire. Superb, in fact. But he still comes across as a loser.

And yes, I can do ghosts. As it happens, I already had a request for a guardian ghost on my list. It'll be up soonish.

Katarn:

--- Quote from: Sanctaphrax on February 02, 2011, 10:30:44 PM ---I'd love to see this idea developed some more. What sort of skills were you planning to give these molemen? And what did you have in mind for their deities?

--- End quote ---

Well, initially they were just a plot device for a guest star story, and we decided to flesh them out a little.  If we encounter them in-game (which I'll be pushing with my GM), I'll stat them up further in another post.  As for deity, just generic earth spirits (not anything Cthulu-level- more like non-Fae spirits as strong or weaker than your average Sidhe.)  Maybe one or two were worshiped long ago, but the majorities are just entities (like ones Harry could summon up).  They make deals to loan out the molemen with a variety of mortals, so they're not necessarily too powerful (ie not very selective).

Sanctaphrax:
Ghost, Oath Bound To Protect, To Death And Beyond (Chest Deep)

High Concept: Ghostly Bodyguard
Other Aspects: Oathbound, Undying Honour, Never Ever Ever Ever Give Up
Skills:
Superb: Weapons
Great: Alertness, Conviction
Good: Discipline, Endurance
Fair: Athletics, Might, Fists, Empathy
Average: Presence, Rapport, Intimidation, Investigation, Lore
Stunts:
Parry Everything (Weapons): Use Weapons for physical defence.
Defend My Charge (Weapons): Attacks inflict +2 stress when fighting in defence of his charge.
Protector (Weapons): +2 to blocks designed to protect his charge.
Paranoid? Certainly. (Alertness): +2 to avoid surprise.
Powers:
Spirit Form (Poltergeist) [-5]
Inhuman Strength [-2]
Physical Immunity [-8]
The Catch (Anyone the ghost has acknowledged, ghost dust, etc) [+2]
Swift Transition (No Mortal Home) [-1]
Total Refresh Cost:
-18
Refresh Total:
-10

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