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Belial666:
Here's my conversion of The Hulk for DFRPG. It is the earlier Hulk before the usual comics power creep raised him at godly levels but he is still very much a force to be reckoned with. He's Refresh 34. Most mortal attackers will have to contend with defense of +11 (+10 for might-modified endurance) before even counting Mythic Toughness/Recovery, attacks at +11 at weapon 15 (!) that can flatten a tank in one blow and an effective Might score of +23 (!!!) for lifting and breaking stuff. He could use tanks for thrown weapons and peel off vault doors like we do sticky paper. Bruce Banner seems to be able to control a small amount of the Hulk's power or use said power and then return to human. He has also survived things in his human form that should have killed him, long enough for him to change. Hence some of the powers still existing in human form.

POWERS
[+2] Rage; this is human form, involuntary change, for all powers labeled "only when raging". The Hulk enters a rage when he fails to control his anger (see below)
[-1] Demonic Co-Pilot; spirit of rage. On physical combat rolls plus anything that would make the Hulk angry. Discipline Failure triggers Rage.
[-6] Inhuman Strength - Mythic Strength when "raging".
[-6] Inhuman Toughness - Mythic Toughness when "raging".
[-6] Mythic Recovery
[-4] Inhuman Speed - Supernatural Speed when "raging".
[-2] Hulking Size - when raging.
[+3] The Chatch is "Spirit Attacks", (spirit magic or spiritual entities)
[-3] Mighty Blows; The Hulk can attack/maneuer people in melee at Fists +2, weapon 4, modified for his might. Only when "raging." (Ripoff off Incite Emotion but for physical attacks)
[-2] Unstoppable; The Hulk uses his modified Might for defense instead of Athletics.
[-2] Bulletproof Skin; armor increases by 2 vs physical stress.
[-2] Mindless Rage; while raging The Hulk uses its modified might score as defense vs mental attacks and takes no mental stress from Demonic Co-Pilot. Unfortunately, it has trouble recognizing friend from foe and will attack everything in its path; roll discipline vs a difficulty of Epic to avoid involuntary property damage in a scene, vs difficulty of Great to avoid harming innocents.
[-1] Lethal Weapon
[-1] Bend and Break
[-1] Mighty Thews
[-1] Wrestler
[-1] Dual Blows

SKILLS

+6 Might, Endurance
+5 Intimidate, Fists, Scholarship
+4 Conviction, Athletics, Lore (superscience)
+3 Discipline, Survival, Steath
+2 Rapport, Presence, Empathy
+1 Contacts, Resources, Driving

zaczane:
i like the hulk idea but i fell it or he should have a different set of skills when he's the hulk and when he's bruce. like a super smart man who has a demon co piolet that makes him shapeshift.

zaczane:
i believe that it would be greater glamours, rather than use ectoplasm use ice,water for mom
well i don't think she should have the north pole with her the whole time. so when she does it gives her the danerous aura
give jack the one power were you can have 12 supernatural senses that all have to do with social conflicts, and lots of social armor against anything for jack
a decent amount of social armor for mom
jack has some stunts that allow him to defend against fire really well even better than the rest of his family but only when its coming from his brother.
like uuhh brotherly protection or something.

Sanctaphrax:
@Belial: I agree with zaczane. Beast Change would be totally appropriate.

Some questionably-balanced stuff on the Hulk, but since he's definitely not a PC it doesn't matter much.

@zaczane: I'm afraid that the only way to get social armour in this game by canon is with a stunt. And stunts don't stack very well. So the social armours of Jack and mom would be limited to 1 or 2 unless you intend to allow social toughness powers. The rest sounds pretty good. I figure that monkeying with powers on top of defensive stunts is the best way to reflect Jack's brotherly protection. I'll adjust his catch to be "fire that isn't wielded by my brother." Might also kick up the probability of his Ice-Cold Recovery against Barrakan.

I'll put up first drafts of both soon.

Sanctaphrax:
Jack Frost aka Narrvanna (Deep One)

High Concept: Favoured Son Of The Frost Family
Other Aspects: Tricky Shapeshifter, Loves To Perform, Brotherly Protection, Could Sell Ice To The Inuit, Slightly Crazy
Skills:
Epic: Deceit, Performance
Fantastic: Rapport, Empathy
Superb: Presence, Conviction
Great: Discipline, Lore
Good: Intimidation, Contacts, Resources
Fair: Scholarship, Driving, Investigation, Burglary
Average: Athletics, Fists, Endurance, Alertness
Stunts:
Pointed Performance (Performance): May use Performance to create specific aspects.
Setting The Mood (Performance): Use Performance +1 to make declarations and assessments about the ambient mood and how people feel.
I Own The Mood (Performance): +2 to any roll in which an aspect created with Performance is tagged.
Teflon Persona (Presence): Social armour 1 as long as the people involved in the conflict are familiar with Jack Frost.
Terrifying Illusions (Deceit): May use Deceit to threated people with illusions.
Panic-Inflicting Imagery (Deceit): Deceit threats are weapon 2.
Laugh It Off (Rapport): +2 to Rapport defence as long as he doesn't take anything seriously.
Social Senses (Empathy): Use Empathy for Supernatural Senses.
I Don't Like Fire (Athletics): +2 to dodge fire attacks.
Brotherly Protection (Endurance): Armour 2 against Barrakan's attacks.
Powers:
Marked By Power (Frost Family) [-1]
Sponsored Magic (Frost Family) [-4]
Broad Supernatural Senses [-3]
Greater Glamours [-4]
True Shapeshifting [-4]
Modular Abilities [-11]
The Catch for all Toughness and Recovery powers acquired with Modular Abilities is fire that isn't wielded by Barrakan.
Physical Immunity [-8]
The Catch (not cold) [+6]
Custom Powers:
Ice-Cold Recovery [-2?] When Jack Frost is exposed to fire, flip two coins. If both are heads, then prevent all damage and give Jack Frost the benefits of a scene of recovery.
Total Refresh Cost:
-41
Refresh Total:
-3

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