The Dresden Files > DFRPG Resource Collection
Generic NPCs
ralexs1991:
--- Quote from: Sanctaphrax on November 01, 2010, 10:18:38 PM ---Glad to hear it, ralexs. Any ideas for mortal practitioners who aren't warlocks or White Council members? Because I'm a bit stumped.
--- End quote ---
let me give it some thought and i'll get back to you
Sanctaphrax:
Here are the last of the Wardens. Relexs1991 asked me in a PM how I would handle a young Warden who was exceptionally skilled for his age. I'd probably just take the Warden Of The White Council, bump up Conviction to Superb, swap Intimidation and Alertness, and drop one of the Average skills. Then I'd mess around with the foci a little. The main differences between the young-but-skilled and the standard are the aspects.
Anyway, here are the other two senior wardens. I wanted to have one for each classical element.
Warden Regional Commander #3 (Snorkelling)
High Concept: Regional Commander Of The Wardens
Other Aspects: Over A Century Of Combat Experience, Fanatically Loyal To The Council, Great Responsibilities Are Given To Those With Great Power, Hexenbat, Supernatural Detective
Skills:
Superb: Conviction, Investigation
Great: Discipline, Lore, Weapons
Good: Endurance, Intimidation, Presence
Fair: Contacts, Athletics, Alertness
Average: Resources, Survival, Fists
Skills (Beast Form):
Superb: Conviction, Athletics
Great: Discipline, Investigation, Stealth
Good: Endurance, Survival, Alertness
Fair: Fists, Lore, Intimidation
Average: Presence, Weapons, Contacts
Powers:
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Soulgaze [-0]
Wizard's Constitution [-0]
Refinement [-2]
Echoes Of The Beast [-1]
Item Of Power [+1] ring granting
Beast Change [-1]
Human Form [+1] affecting
Diminutive Size [-1]
Wings [-1]
Cloak Of Shadows [-1]
Magic:
Evocation (Earth, Spirit, Air): +1 earth power, +2 earth control
Thaumaturgy: +1 divination complexity, +1 biomancy complexity
Foci: Four Piercings (+1 offensive and defensive earth control and power)
Enchanted Items: Warden Sword (6 shift counterspell or weapon: 6, three uses/session), 2 potion slots (strength 4)
Total Refresh Cost:
-12
Refresh Total:
1
Warden Regional Commander #4 (Snorkelling)
High Concept: Regional Commander Of The Wardens
Other Aspects: Over A Century Of Combat Experience, Fanatically Loyal To The Council, Great Responsibilities Are Given To Those With Great Power, Ambassador, Place Of Power
Skills:
Superb: Presence, Discipline
Great: Intimidation, Conviction, Lore
Good: Empathy, Weapons, Endurance
Fair: Rapport, Contacts, Deceit
Average: Athletics, Resources, Alertness
Powers:
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Soulgaze [-0]
Wizard's Constitution [-0]
Refinement [-2]
Marked By Power [-1] (the White Council)
Sponsored Magic (Place Of Power) [-2]
Magic:
Evocation (Water, Earth, Spirit): +1 water control, +2 water power
Thaumaturgy: +1 hydromancy complexity
Foci: Staff (+1 offensive and defensive control and power to spells cast with sponsored magic)
Enchanted Items: Business Suit (4 shift block against attack or Armour 2, 5 uses/session), Warden Sword (6 shift counterspell or weapon: 6), 1 potion slot (strength 4)
Total Refresh Cost:
-12
Refresh Total:
1
Sanctaphrax:
And now for the last member of the White Council. The generic Senior Council member. It might be a bit silly to create generic stats for such powerful and unique beings, but I intend to do it anyway. Don't like it, don't read it.
White Council Senior Council Member (Deep One)
High Concept: Member Of The Senior Council
Other Aspects: Multi-Centenarian, Political Power Exceeded By Magical Power, Always In Control, The Absolute Best At What I Do
Skills:
Fantastic: Conviction, Lore, Discipline
Superb: Presence, Resources, Contacts
Great: Scholarship, Endurance, Alertness
Good: Deceit, Intimidation, Empathy
Fair: Athletics, Rapport, Investigation
Average: Survival, Stealth, Performance, Craftsmanship, Burglary
Stunts:
White Council Bigwig (Contacts): +2 to Contacts to contact wizards.
Occultist (Lore): +1 to Lore concerning mortal practitioners, +2 concerning wizards
Powers:
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Soulgaze [-0]
Wizard’s Constitution [-0]
Refinement [-26]
Magic:
Evocation (Air, Fire, Earth, Water, Spirit): +1 fire control, +1 air control, +2 earth control, +3 water control, +4 spirit power, +5 spirit control
Thaumaturgy: +1 conjuration complexity, +2 ward control, +1 divination complexity, +3 veil complexity, +4 summoning and binding complexity, +5 ward complexity, +1 summoning and binding control, +1 transportation and worldwalking complexity, +1 transformation and disruption complexity, +2 crafting strength, +2 crafting frequency
Foci: Staff (+3 offensive water and spirit power), Ring (+2 offensive spirit control), Tome (+4 complexity to wards)
Enchanted Items: Robes (10 shift block against attack, 5 uses/session), Underclothes (Armour 4, 3 uses/session), 5 potion slots (strength 8, 3 uses/session)
Total Refresh Cost:
-35
Refresh Total:
3
PS: I've been wondering lately whether or not these are actually useful, so let me ask you all: have you used characters from this thread in your games? And if so, how did they work out?
Drashna:
As for usefulness, I will be using some of the smaller characters later in a campaign. And I find that these NPCs are great examples. At the very least, it's a good starting place for building you're own NPCs, and ideas for PCs.
There are a lot of nice ideas/NPC and I know I'd be upset if you stopped. :)
(Though you may need to add "Deep One" to the list of power levels on the first post.)
Mindflayer94:
--- Quote from: Drashna on November 05, 2010, 04:12:28 AM ---There are a lot of nice ideas/NPC and I know I'd be upset if you stopped. :)
--- End quote ---
I concur. as for the use of creatures, I just used a Dragon in my annual Halloween Game, and it went great, the three characters had to call on some aid to take it down, which really added to future possible plots.
Thanks :)
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