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Sanctaphrax:
Sure, I could do something like that.

But not right now. Too tired to stat things tonight.

Sanctaphrax:
Alright, here's a fungal pit monster. It has the Mindless custom Power, which you can find on the list.

I decided to focus on grappling and not on poison, but you can change that easily enough by adding Venomous Claws/Natural Weaponry and swapping Might with Fists.

Fungus Pit Monster (Hydrophobic)

High Concept: Fungus Pit Monster
Other Aspects: Ambush Predator, No Brain
Skills:
Good: Might
Fair: Fists, Stealth
Average: Endurance, Alertness, Investigation
Stunts:
Hide Underground (Stealth): +2 to Stealth when hiding in an area with soft earth to burrow into.
Powers:
Mindless [-0]
Blood Drinker [-1]
Inhuman Strength [-2]
Inhuman Toughness [-2]
Inhuman Recovery [-2]
The Catch (Fire, cold, and herbicides) [+3]
Total Refresh Cost:
-5
Refresh Total:
-3

Troy:
Demons ala Supernatural

Description: In their "natural form" they appear as man-sized clouds of black smoke. They have the ability to possess mortal hosts which means they can look like anyone.

What We Know: These beings were once mortal souls who were, through some terrible twist of fate, condemned to eternity in Hell. All traces of humanity were stripped away over lifetimes of tortures at the hands of other demons. Demons have a twisted hierarchy enforced through ruthlessness and force. They respect nothing and fear only power. There is only one rule among demonkind: make a deal, keep a deal. Otherwise, anything (and everything) goes.

Powers: Demons possess Gaseous Form as their natural state of existence. They are otherwise unable to affect anything in the mortal world without using their power of Possession, which can only be used when they are in their black smoke state. Once inside a mortal host, they practically unkillable, ignoring Physical Stress and Consequences. Physical attacks only harm the host, who will likely die should the demon flee its host. Some powerful demons posses Channeling or Evocation, and other powers. Demons who were mortal practitioners in life retain their abilities to cast spells.

Weaknesses: Holy water, salt, containment circles, exorcism rituals and the like.

S1C0:
at Sanctaphrax

I was wondering if you could stat out various golems and Homunculus
Composed of different materials and all having different jobs
like a wooden golem as a guard or decoy
and if you have time their crafting complexity

Sanctaphrax:
Sure.

I've previously written up a bunch of stuff like that. Unfortunately most of that stuff is outdated, because it used the old and lousy versions of custom Powers.

I suppose some updates are in order...I'll do that now.

Homunculus (Feet In The Water)

Homunculi are miniature humans created through alchemy. They cannot survive exposure to air and so are usually kept inside glass jars or flasks. Their role is similar to that of Bob in the novels: to advise their creator on matters of magic. There are rumors of larger homunculus that can live outside of jars, but these are unproven.

A homunculus that can see the future is complexity 19 to create. One that cannot is complexity 18.

High Concept: Little Man in a Jar
Other Aspects: Can't Survive Outside The Jar, Loremaster's Assistant, Not Always Honest
Skills:
Great: Lore
Good: Scholarship, Deceit
Fair: Empathy, Alertness, Discipline
Average: Presence, Conviction, Rapport, Investigation
Stunts:
Occultist (Lore): A homunculus gets +1 to Lore for a given field of the Lore skill and a further +1 for a speciality within that field.
Magical Advisor (Lore): The homunculus's Lore skill complements the Lore skills of the characters that the homunculus advises.
Powers:
Diminutive Size [-1]
Mental Library [-2]
Prophecy [-1] (Sometimes)
Total Refresh Cost:
-5 or -6
Refresh Total:
1 or 0

Flesh Golem (On The Beach)

Flesh golems are a type of construct made from several corpses stitched together. Unlike most golems, they can be created using necromancy.

The qualities of a flesh golem vary greatly depending on the corpses used to make it. Average flesh golems are simple servitors, good only for unskilled labour and low-level combat. But when an exceptional corpse is used to make a flesh golem, the resulting golem can possess a great variety of extraordinary abilities.

The creation of a flesh golem generally occurs after a wizard kills a powerful enemy or loses a powerful ally. Knowing that to waste such a potent corpse would be horribly wasteful, the wizard contacts one of the few Council members who specializes in the grey magic of necromancy. The necromancer then buys the corpse and adds it to his collection of preserved bodies, until eventually someone else contacts him looking for a servant with a characteristic that the corpse had in life. Then the necromancer dredges up the body and makes a golem.

The creation of the above golem requires a ritual of complexity 18 before modifications. If the golem was made out of totally unexceptional corpses, it would lack Mimic Abilities + Superior Programming and so it would require only complexity 14.

High Concept: Flesh Golem
Other Aspects: Mindless Servant of X, Made Out Of The Corpses Of Y and Z
Skills: 
Good: Fists, Endurance
Fair: Intimidation, Weapons, Might
Average: Alertness, Athletics, Investigation
Powers:
Semi-Animate [-1]
Mindless [-0] (See custom powers thread)
Inhuman Strength [-2]
Inhuman Toughness [-2]
The Catch (unknown) [+0]
Mimic Abilities + Superior Programming [-4]
Total Refresh Cost:
-9
Refresh Total:
-5

Iron Golem (Chest Deep)

Iron golems are probably the most common type of golem. They're strong, durable, and effective against the fey. But that isn't the main reason for their popularity.

More important than any of the above is the fact that a wizard can hide inside an iron golem when things get ugly. Wizards tend to be fragile and a bit cowardly, so ten thousand pounds of animated metal makes a good place for them to be in a fight. Generally, a group of wizards sits inside the belly of the golem and hurls out evocations while the golem simply walks over all opposition. This strategy makes a good iron golem into the magical equivalent of a tank.

The popularity of the iron golem has led to great variety in their construction. Some of them are humanoid, while others walk on a dozen legs. Some are the size of a man, while others resemble moving buildings. Some are immune to magic, and a few even fly.

The stats given represent the standard model, which can carry up to 10 wizards into battle. It's slow and not all that good at fighting, but it's very strong and ludicrously tough. The complexity required to create it through a ritual is 36 before modifications.

High Concept: The Magical Equivalent Of A Tank
Other Aspects: Model #X, Made Of Iron, Mindless Servant Of Y
Skills: 
Superb: Might, Endurance
Great: Fists, Weapons
Good: Alertness, Intimidation
Fair: Presence, Athletics
Average: Investigation, Lore
Stunts:
Was That Supposed To Hurt? (Endurance): Use Endurance to defend against attacks, unless those attacks use The Catch or are at least as powerful as an anti-tank bazooka.
Protect The Master (Endurance): +2 to Endurance defence rolls when the golem's owner is inside it.
Puny Attacks...(Endurance): +1 physical armour when the golem's owner is inside it.
Powers:
Semi-Animate [-1]
Mindless [-0]
Hulking Size [-2]
Claws [-1]
Open Magical Compartment [-3]
Supernatural Strength [-4]
Supernatural Toughness [-4]
The Catch (rust monsters and rust magic) [+2]
Total Refresh Cost:
-16
Refresh Total:
-8

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