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The Dresden Files => DFRPG => DFRPG Resource Collection => Topic started by: Sanctaphrax on October 05, 2010, 01:38:00 AM

Title: Generic NPCs
Post by: Sanctaphrax on October 05, 2010, 01:38:00 AM
Our World has a few generic NPCs in it, but not many. Not enough, in my opinion. This thread is meant to correct that by giving people (especially me) a place to post stats for nameless non-player characters.

Not all of the characters that the players encounter will fit into the standard power levels for starting characters. As such, I'm adding a few more. Remember that NPCs can go below zero refresh. Here are the new levels:

Hydrophobe (10 skill points, 2 refresh, skill cap good)
You're kind of a loser. You have no significance to the supernatural world and little to the mundane one.

On The Beach (15 skill points, 4 refresh, skill cap good)
You're just some guy. You probably know nothing about the supernatural world and you're not a big shot in the mundane one either. Joe Average level.

Snorkeling (40 skill points, 13 refresh, skill cap superb)
You're pretty damn powerful. Most cities don't have more than one or two guys at this level. I'm considering increasing the skill cap to fantastic for this level.

Scuba Diving (45 skill points, 17 refresh, skill cap fantastic)
You're one of the best in the world at what you do. Faerie Queens, Vampire Kings, and Senior Council members know who you are.

In A Submarine (50 skill points, 21 refresh, skill cap fantastic)
You are a being of global significance. You have the power to star in legends, change the course of world events, or defeat a small army singlehandedly.

Deep One (65 skill points, 38 refresh, skill cap epic)
You are a supernatural heavyweight. This is the level of Senior Council members, legendary monsters, the leaders of Vampire Courts, and other plot devices.

Expect characters starting tomorrow. I'll be starting with pure mortals and moving on to supernaturals later.
Title: Re: Generic NPCs
Post by: deathwombat on October 05, 2010, 10:23:20 AM
I like it!
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 06, 2010, 12:40:43 AM
The first batch of generic NPCs has arrived. It includes a doctor, a street person, a schoolteacher, a college student, and a middle manager. Next post will be about military types. If you have questions about a stunt, first look at the Homebrew Stunts thread and the DFRPG Fan Resources website. A better writeup will probably be in one of those places.

Ordinary Doctor (On the Beach)

High Concept: Ordinary Doctor
Other Aspects: All Business, Overeducated, Superior Attitude
Skills:
Good: Scholarship, Discipline
Fair: Resources, Presence, Conviction
Average: Investigation, Endurance, Empathy
Stunts:
Doctor (Scholarship): +1 to broad medical field, further +1 to specialization within that field.
Quick Diagnosis (Scholarship): All medical assessments and declarations are two steps faster.
Hospital Access (Resources): Access to, but not ownership of, Superb medical library and facilities.
Total Refresh Cost:
-1 (Pure Mortal)
Refresh Total:
3

Street Person (Hydrophobic)

High Concept: Homeless Guy
Other Aspects: Struggle to Survive, Drug Addict, Panhandler
Skills:
Good: Survival
Fair: Fists
Average: Athletics, Stealth, Burglary, Alertness, Endurance
Stunts:
Urban Survivalist (Survival): +1 to Survival within cities, may use all survival trappings in cities.
Professional Panhandler (Survival): May use Survival to beg.
Street Fighter (Fists): Use Fists for improvised weapons.
Total Refresh Cost:
-1 (Pure Mortal)
Refresh Total:
1

Schoolteacher (On the Beach)

High Concept: Schoolteacher
Other Aspects: Cares About The Students, Slightly Scary
Skills:
Good: Scholarship, Presence
Fair: Intimidation, Rapport, Contacts
Average: Resources, Conviction, Alertness
Stunts:
Authority Figure (Presence):  +2 Presence when dealing with students.
Professional Teacher (Presence):  Use Presence to teach.
Knows His Subject (Scholarship): +1 to broad subject, further +1 to that subject’s curriculum.
Total Refresh Cost:
-1 (Pure Mortal)
Refresh Total:
3

College Student (Hydrophobic)

High Concept: Party Animal
Other Aspects: Wasted Education, Liberal Arts Major, Young And Healthy
Skills:
Good: Performance
Fair: Rapport, Athletics
Average: Endurance, Scholarship, Might
Stunts:
Bon Vivant (Rapport): +2 to Rapport when “living it up.”
Total Refresh Cost:
+1 (Pure Mortal)
Refresh Total:
3

Middle Manager (Feet in the Water)

High Concept: The Manager
Other Aspects: Two Steps Down From the Boss, Small Personal Empire, Greed And Ambition Are Virtues
Skills:
Great: Presence
Good: Contacts, Resources
Fair: Rapport, Deceit, Scholarship
Average: Endurance, Alertness, Intimidation, Discipline
Stunts:
Leadership (Presence): Leading a group is at +1 and one time increment faster.
Nose For Competence (Contacts): +2 Contacts for hiring people.
MBA (Scholarship): +1 to scholarship for economics/business studies, +2 for accounting
My Wallet Has A Lot To Say (Resources): +2 Resources for the Money Talks trapping.
Total Refresh Cost:
-2 (Pure Mortal)
Refresh Total:
4
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 08, 2010, 12:44:44 AM
Here's the first batch of soldiers. The other three will be up very soon. Please feel free to correct me if I've made any mistakes.

Ordinary Soldier (On the Beach)

High Concept: Infantry Grunt
Other Aspects: Well Trained, Ready to Kill or Die, Just Following Orders
Skills:
Good: Guns, Endurance
Fair: Athletics, Discipline, Fists
Average: Alertness, Might, Craftsmanship
Stunts:
Hand-Eye Coordination (Guns): Use Guns for thrown weapons.
Trained As A Unit (Discipline): +2 to cooperate with others who have this stunt.
Attention! (Alertness): Act on the initiative score of another with this stunt.
Total Refresh Cost:
-1 (Pure Mortal)
Refresh Total:
3

Veteran Soldier (Feet in the Water)

High Concept: Elite Infantry Grunt
Other Aspects: Well Trained, Ready to Kill or Die, Older and Tougher, Semper Fi
Skills:
Great: Guns
Good: Endurance, Athletics
Fair: Alertness, Discipline, Fists
Average: Conviction, Craftsmanship, Survival, Might
Stunts:
Hand-Eye Coordination (Guns): Use Guns for thrown weapons.
Trained As A Unit (Discipline): +2 to cooperate with others who have this stunt.
Attention! (Alertness): Act on the initiative score of another with this stunt.
No Pain No Gain (Endurance): May take an additional physical consequence.
Total Refresh Cost:
-2 (Pure Mortal)
Refresh Total:
4

Sergeant (Up to Your Waist)

High Concept: Grunt Boss
Other Aspects: Tough As Nails, Tactician, FIRE AT WILL!, If I Was Meant To Have A Sense Of Humour The Army Would Have Issued One To Me, Backbone Of The Army, ONE OF: Listen To Me Sir And We Will Be All Right, Hates Anything With Brass, Officers Have Authority But I Have Power  
Skills:
Great: Guns, Endurance
Good: Alertness, Athletics
Fair: Discipline, Fists, Presence
Average: Conviction, Intimidation, Stealth, Might, Scholarship
Stunts:
Hand-Eye Coordination (Guns): Use Guns for thrown weapons.
Trained As A Unit (Discipline): +2 to cooperate with others who have this stunt.
Trainer Of The Unit (Presence): +2 to all social skills when using them on someone with the Trained As A Unit stunt, stacks with Trained As A Unit.
Attention! (Alertness): Act on the initiative score of another with this stunt.
On My Toes (Alertness): +2 to initiative.
No Pain No Gain (Endurance): May take an additional physical consequence.
Total Refresh Cost:
-4 (Pure Mortal)
Refresh Total:
3
Title: Re: Generic NPCs
Post by: Becq on October 08, 2010, 01:59:09 AM
Just as a minor point: the 'refresh level' of your power levels is meaningless, since it's for NPCs -- and the refresh measurement is used as a line in the sand between playable characters and NPCs.  So if an NPC had more refresh and powers than their power level allowed they'd ... well, they'd be an NPC.  See what I mean?

Regarding your comment in for the skill cap for 'snorkeling', you might toy with the idea of setting the general cap at superb, but allow for one skill at fantastic (a bit of a compromise between the two).

Other than that, looks reasonable as guidelines to be used to build NPCs of a predetermined power level.


Title: Re: Generic NPCs
Post by: Sanctaphrax on October 08, 2010, 02:18:07 AM
Well, there are two reasons for the refresh levels. The first is that I don't see any reason to restrict them to NPCs. People can play at whatever power level they like. The second, and more important, reason is that I was under the impression that NPCs get fate points just like PCs. Is that incorrect?

Alright, that's it for soldiers. Next post will have a pickpocket, a handyman, and a bodyguard.

Officer (Chest Deep)

High Concept: Military Officer
Other Aspects: Cold Strategy, Military Efficiency, Rarely Gets His Hands Dirty, Knows A Little About A Lot
Skills:
Great: Presence, Contacts, Discipline
Good: Resources, Scholarship, Guns
Fair: Intimidation, Empathy, Alertness
Average: Endurance, Athletics, Conviction
Stunts:
I Got A Job To Do (Discipline): Use Discipline for the mental stress track.
Chain of Command (Contacts): +2 Contacts when dealing with other soldiers.
Military Scientist (Scholarship): +1 Scholarship for military theory, +2 for logistics.
Arsenal (Resources): +2 Resources to acquire weapons.
Leadership (Presence): +1 Presence and -1 time increment to lead.
Total Refresh Cost:
-3 (Pure Mortal)
Refresh Total:
5

Special Forces (Submerged)

High Concept: Badass Commando
Other Aspects: Incredibly Well Trained, All’s Fair In War, Unmatched Professionalism, Not Exactly A Social Butterfly
Skills:
Superb: Guns
Great: Alertness, Athletics, Fists
Good: Endurance, Stealth, Discipline
Fair: Survival, Might, Driving
Average: Conviction, Burglary, Scholarship
Stunts:
On My Toes (Alertness): +2 to initiative.
Target Rich Environment (Guns): +1 to Guns when outnumbered.
Reading The Line Of Fire (Athletics): +2 to dodge gun attacks.
Armed Arts (Fists): Wield trench knife and bayonet with Fists.
No Pain No Gain (Endurance): May take an additional physical consequence.
Sneak Attack (Stealth): +2 to stealth when using it to ambush.
Killer of Many (Guns): +2 stress on Guns attacks against pure mortals.
Total Refresh Cost:
-5 (Pure Mortal)
Refresh Total:
5


Senior Officer (Snorkelling)

High Concept: Leader of a Hundred Thousand Soldiers
Other Aspects: Desk Job, Power of the Army, God-Damn Politics, Too Old To Fight, either A Father To His Men or We Have Reserves
Skills:
Superb: Contacts, Presence
Great: Resources, Discipline, Intimidation
Good: Scholarship, Rapport, Empathy
Fair: Alertness, Endurance, Deceit
Average: Athletics, Investigation, Conviction
Stunts:
Force of Personality (Presence): Use Presence for the mental stress track.
Chain of Command (Contacts): +2 Contacts when dealing with other soldiers.
Military Scientist (Scholarship): +1 Scholarship for military theory, +2 for strategy.
Arsenal (Resources): +2 Resources to acquire weapons.
Improved Arsenal (Resources): Ignore all legal restrictions on weaponry.
Leadership (Presence): +1 Presence and -1 time increment to lead.
Excellent Speaker (Presence): +1 to public speaking, not modified by Performance.
The Boss (Contacts): Add a new trapping to Contacts. This trapping allows you to find obedient subordinates with a successful roll.
Black Ops Squads (Contacts): You may use Contacts to declare the presence of other soldiers.
Total Refresh Cost:
-7 (Pure Mortal)
Refresh Total:
6
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 09, 2010, 09:17:56 PM
Am I doing this right? Are these characters useful? I would appreciate feedback.
Next post will be about four Hydrophobes: a street punk, a sales associate, a trust fund brat, and a prostitute.

Pickpocket (Hydrophobe)

High Concept: Pickpocket
Other Aspects: Just A Kid, I'm Not A Bad Guy
Skills:
Good: Deceit
Fair: Burglary, Alertness
Average: Stealth, Athletics, Endurance
Stunts:
Pick-Pocket (Deceit): May use Deceit to pick pockets.
Blend Into The Crowd (Deceit): Use Deceit for Stealth checks when there's a crowd to hide in.
Thief's Retreat (Athletics): +2 to Athletics to escape a crime scene.
Total Refresh Cost:
-1 (Pure Mortal)
Refresh Total:
1

Handyman (Hydrophobe)

High Concept: Handyman
Other Aspects: Contract Worker, Not Necessarily Honest
Skills:
Good: Craftsmanship
Fair: Deceit, Burglary
Average: Might, Driving, Endurance
Stunts:
Craftsman (Craftsmanship): +2 to craftsmanship in specific field.
Total Refresh Cost:
+1 (Pure Mortal)
Refresh Total:
3

Bodyguard (Feet In The Water)

High Concept: Bodyguard
Other Aspects: No Sense of Humour, Good Under Pressure
Skills:
Great: Alertness
Good: Intimidation, Fists
Fair: Athletics, Guns, Endurance
Average: Investigation, Driving, Presence, Discipline
Stunts:
You Don't Want Any Of This (Intimidation): +2 to the Brush-Off trapping of Intimidation.
Protector (Alertness): +2 to perform blocks to protect another character.
On My Toes (Alertness): +2 to initiative.
Nasty Infighter (Fists): Use Fists to grapple.
Total Refresh Cost:
-2 (Pure Mortal)
Refresh Total:
4
Title: Re: Generic NPCs
Post by: deathwombat on October 10, 2010, 05:51:31 AM
I still like it!
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 11, 2010, 02:13:32 AM
And I hope you continue to like it. If you have any contributions or requests, please don't hesitate to post them.

Assuming I don't get any requests, the plan is to put up nine On The Beach Pure Mortals (a thief, a samurai, a scientist, a cowboy, a musician, a chauffeur, a psychiatrist, a hoplite, and a mounted knight) next post and then move on to supernaturals. I'll probably start with Emissaries Of Power and move on to do the White Council and Paranet.

You may have noticed that the list of mortals to be done has increased in size. This is because, after posting, I came up with a number of ideas that I wanted to cover before moving past Pure Mortals.

Sales Associate (Hydrophobe)

High Concept: That Guy Behind The Store Counter
Other Aspects: The Customer Is Always Right, Probably A Really Boring Person
Skills:
Fair: Rapport, Deceit, Discipline
Average: Resources, Presence, Empathy, Driving
Stunts:
Calm Blue Ocean (Discipline): +2 to Discipline to control emotions.
Salesmanship (Rapport/Deceit): Pick Rapport or Deceit. Get +2 to that skill when using it to sell something.
Total Refresh Cost:
0 (Pure Mortal)
Refresh Total:
2

Street Thug (Hydrophobe)

High Concept: Random Mugger
Other Aspects: Tough Guy Act, Street Trash
Skills:
Good: Weapons
Fair: Intimidation, Athletics
Average: Endurance, Alertness, Stealth
Stunts:
That Ain't A Knife... (Intimidation): +2 to Intimidation while holding a weapon.
This Is A Knife! (Weapons): Inflict 2 additional stress with knife attacks.
Total Refresh Cost:
0 (Pure Mortal)
Refresh Total:
2

Prostitute (Hydrophobe)

High Concept: Hooker
Other Aspects: Steetwalker, Drug Addiction, Crappy Life
Skills:
Fair: Rapport, Deceit, Contacts
Average: Endurance, Presence, Survival, Alertness
Stunts:
Sex Appeal (Rapport): +2 to Rapport when using it to seduce.
Urban Survivalist (Survival): +1 to Survival in cities, may use all survival trappings in cities.
Total Refresh Cost:
0 (Pure Mortal)
Refresh Total:
2

Trust Fund Brat (Hydrophobe)

High Concept: Trust Fund Brat
Other Aspects: Do You Know Who My Father Is?, No Idea How To Take Care Of Himself, Slacker, Spoiled Rotten
Skills:
Good: Resources
Fair: Contacts
Average: Scholarship, Empathy, Rapport, Deceit, Performance
Stunts:
Windfall (Resources): Spend a fate point for +4 to Resources for one check.
Lush Lifestyle (Resources): You may be assumed to have items that cost up to your resources.
In Over My Head (Contacts): +2 to Contacts when seeking advice or assistance.
Total Refresh Cost:
-1 (Pure Mortal)
Refresh Total:
1
Title: Re: Generic NPCs
Post by: mostlyawake on October 12, 2010, 03:11:41 AM
Thanks for doing all of this.  When you're done, if it's cool, I'll print it off and keep it for insta-npcs.

Title: Re: Generic NPCs
Post by: adgramaine on October 12, 2010, 06:14:12 AM
I like the work you've done, but if I might make a comment or two:

The Refresh level difference between OTB and Snorkeling is pretty steep. You might consider bridging the two levels with a middle ground.

Also, when presenting these 'templates', you might present a few different 'packages' offering different stunts for the concept. An example could be a Soldier who was a sniper versus a Soldier who was a humvee gunner. The skills themselves might not need to be adjusted, but each concept having a few quick build options would save a lot of GMs a hell of a lot of time.

Keep up the work at any rate! I'd vote for this to be sticky'ed.
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 13, 2010, 01:39:11 AM
Change of plans. Turns out I have way more ideas for Pure Mortals than I thought, and not all of them are On The Beach. So this post took a little longer than I expected. As for what others have said:

1. Of course you can print this off. Once you put it online you lose the right to complain about stuff like that. But thanks for asking.
2. I'd be alright with getting this thread stickied, but I don't know how.
3. I'm not sure exactly what you mean about the power level. I do use the basic power levels presented for PCs in the core book, you know. Sorry if that was unclear.
4. Expect variations on characters starting soon.

Musician (Hydrophobe)

High Concept: Club Musician
Other Aspects: Never Made It Big, My Own Sound
Skills:
Good: Performance
Fair: Presence
Average: Contacts, Resources, Endurance, Rapport, Empathy
Stunts:
Musician (Performance): Pick an instrument and a genre. +1 to each.
Working Artist (Performance): Use Performance to determine Lifestyle.
Total Refresh Cost:
0 (Pure Mortal)
Refresh Total:
2

Taxi Driver (Hydrophobe)

High Concept: Taxi Driver
Other Aspects: You Meet The Weirdest People In This Job
Skills:  
Good: Driving
Fair: Alertness
Average: Contacts, Resources, Investigation, Endurance, Scholarship
Stunts:
City Driver (Driving): +1 to Driving in cities and ignore 1 point of difficulty increases due to traffic.
Like The Back Of My Hand (Driving): +2 to Navigation.
Total Refresh Cost:
0 (Pure Mortal)
Refresh Total:
2

Psychiatrist (On The Beach)

High Concept: Shrink
Other Aspects: Tell Me What You Feel, I Know What You Need
Skills:
Good: Empathy, Scholarship
Fair: Rapport, Presence, Deceit
Average: Resources, Contacts, Intimidation
Stunts:
Counselor (Empathy): May use empathy to justify recovery from consequences.
Doctor (Scholarship): +1 to psychology, +2 to psychotherapy.
Tell Me About Yourself (Rapport): +2 to Chit-Chat, only in one on one talk.
Read You Like A Book (Empathy): +2 to Reading People.
Total Refresh Cost:
-2 (Pure Mortal)
Refresh Total:
2

Cowboy (On The Beach)

High Concept: Cowboy
Other Aspects: Tough Life, Animal Lover
Skills:
Good: Guns, Survival
Fair: Intimidation, Endurance, Athletics
Average: Fists, Might, Alertness
Stunts:
Animal Handler (Survival): +1 to handle animals, +2 to handle cows.
Rider (Survival): +2 to ride.
Lasso (Weapons): May use the Weapons skill and a lasso to make manoeuvres and grapple with a 1 zone range.
Master Of The Lasso (Guns): Use Guns +1 instead of Weapons for using a lasso.
Total Refresh Cost:
-2 (Pure Mortal)
Refresh Total:
2

Knight (On The Beach)

High Concept: Hedge Knight
Other Aspects: Not All That Honourable
Skills:
Good: Weapons, Endurance
Fair: Survival, Resources, Athletics
Average: Alertness, Might, Conviction
Stunts:
Animal Handler (Survival): +2 to ride.
Mounted Combat (Weapons): +1 to Weapons while mounted.
Shield Carrier (Weapons): +1 to armour while carrying a shield.
Total Refresh Cost:
-1 (Pure Mortal)
Refresh Total:
3

Samurai (Feet In The Water)

High Concept: Samurai
Other Aspects: Bushido, Pen And Sword, Not As Honourable Or As Badass As You Would Expect
Skills:
Great: Weapons
Good: Bows, Endurance
Fair: Performance, Athletics
Average: Presence, Alertness, Might, Conviction, Discipline, Scholarship,
Stunts:
Off Hand Weapon Training (Weapons): When using two weapons add half of second weapon’s rating to total weapon rating.
Quick Draw (Weapons): No penalty to draw weapon as supplemental action, +1 to tests involving speed of draw.
Iaijutsu (Weapons): First sword attack of scene gets +1 and inflicts 2 extra stress.
Pen And Sword (Performance): +1 to poetry, +1 to traditional Japanese art.
Total Refresh Cost:
-2 (Pure Mortal)
Refresh Total:
4

Hoplite (On The Beach)

High Concept: Ancient Greek Infantry
Other Aspects: Fights In Formation
Skills:
Good: Weapons, Endurance
Fair: Athletics, Craftsmanship, Alertness
Average: Fists, Discipline, Contacts
Stunts:
Shield Carrier (Weapons): +1 to armour while carrying a shield.
Phalanx Fighting (Weapons): +1 to the armour of two allies in the zone who have this stunt when you make a full defence with a shield.
Excellent Formation (Weapons): Replace the defence and armour of two allies in the zone who have this stunt with your own when you make a full defence with a shield.
Total Refresh Cost:
-1 (Pure Mortal)
Refresh Total:
3

Scientist (On The Beach)

High Concept: Scientist
Other Aspects: Experimenter, Scientific Method
Skills:
Good: Scholarship
Fair: Contacts, Investigation, Resources, Deceit
Average: Presence, Conviction, Craftsmanship, Alertness
Stunts:
Scientist (Scholarship): +1 to field, +2 to specialty.
Data Manipulation (Deceit): +2 to mislead people using scientific data.
Experimenter (Scholarship): May use scholarship to carry out full scientific experiments.
Lab Access (Resources): Access to, but not ownership of, a Superb scientific facility and library.
Total Refresh Cost:
-2 (Pure Mortal)
Refresh Total:
2

Thief (On The Beach)

High Concept: Burglar
Other Aspects: No Choirboy But Also No Monster
Skills:
Good: Burglary, Stealth
Fair: Alertness, Deceit, Guns
Average: Contacts, Intimidation, Athletics
Stunts:
Safecracker (Burglary): Lockpicking is two steps faster.
The Big Picture (Burglary): Define an extra aspect when casing a building.
Total Refresh Cost:
0 (Pure Mortal)
Refresh Total:
4

Athlete (On The Beach)

High Concept: College Level Athlete
Other Aspects: Serious Competitor, Dreams Of Glory
Skills:
Good: Athletics, Endurance
Fair: Fists, Alertness, Might
Average: Presence, Scholarship, Conviction
Stunts:
Sportsman (Athletics): Pick a sport. +2 to Athletics to play that sport.
Tireless (Endurance): Endurance counts as fantastic when modifying other skills.
Ball Toss (Athletics): Use Athletics for thrown weapons.
Total Refresh Cost:
-1 (Pure Mortal)
Refresh Total:
3

Wrestler (On The Beach)

High Concept: Pro Wrestler
Other Aspects: Showman, Can Actually Fight
Skills:
Good: Might, Performance
Fair: Deceit, Athletics, Fists
Average: Endurance, Presence, Discipline
Stunts:
Wrestler (Might): +1 to Might when using it to grapple.
The Complete Showman (Performance): +2 to any skill being used to modify Performance.
Folding Chair (Might): May use Might to wield improvised weapons.
Total Refresh Cost:
-1 (Pure Mortal)
Refresh Total:
3

Actor (On The Beach)

High Concept: Actor
Other Aspects: One Thousand Faces, Artistic Temperament
Skills:  
Good: Deceit, Performance
Fair: Presence, Rapport
Average: Empathy, Driving, Endurance, Conviction, Contacts
Stunts:
Makeup Artist (Deceit): +2 to disguises.
Impersonator (Performance): May use either Performance or Deceit to impersonate, both at +1.
Pointed Performance (Performance): May use Performance to place specific aspects on a scene.
Working Artist (Performance): Use Performance to determine Lifestyle.
Total Refresh Cost:
-2 (Pure Mortal)
Refresh Total:
2

Hacker (Hydrophobe)

High Concept: Computer Hacker
Other Aspects: All Your Base Are Belong To Us
Skills:  
Good: Scholarship
Fair: Investigation
Average: Alertness, Contacts, Burglary, Discipline, Conviction
Stunts:
Computer Scientist (Scholarship): +2 to the Computer Use trapping of scholarship.
Programmer (Scholarship): May use scholarship to write programs, decrypt data, etc.
Cracker (Scholarship): May use Scholarship instead of Burglary to defeat computerized security.
Total Refresh Cost:
-1 (Pure Mortal)
Refresh Total:
1

Sniper (Feet In The Water)

High Concept: Killer For Hire
Other Aspects: If You’re In A Fair Fight Your Tactics Suck, No Morals
Skills:  
Great: Guns
Good: Stealth, Alertness
Fair: Driving, Contacts, Athletics
Average: Endurance, Resources, Weapons, Burglary
Stunts:
Sniper (Guns): No range penalty if you get a chance to set up properly.
Long Range Combat (Guns): +1 to Guns attacks 2+ zones away.
Backstab (Weapons): Spend a fate point to do 4 extra stress to an unknowing target.
Sneak Attack (Stealth): +2 Stealth for ambushing.
Total Refresh Cost:
-2 (Pure Mortal)
Refresh Total:
4

Hustler (Feet In The Water)

High Concept: Con Man
Other Aspects: Charming, Trail Of Broken Promises
Skills:  
Great: Deceit
Good: Rapport, Contacts
Fair: Alertness, Intimidation, Stealth
Average: Burglary, Resources, Presence, Empathy
Stunts:
Study The Mark (Deceit): Use Deceit to read people you’re trying to con.
Takes One To Know One (Deceit): Use Deceit to notice lies.
Shield Of Lies (Deceit): Deceit determines the social stress track.
Con Man (Deceit): +2 to Deceit when trying to convince someone to give you money.
Total Refresh Cost:
-2 (Pure Mortal)
Refresh Total:
4
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 13, 2010, 11:35:17 PM
Hunter (On The Beach)

High Concept: Hunter
Other Aspects: Apex Predator
Skills:  
Good: Survival, Guns
Fair: Alertness, Stealth, Investigation
Average: Endurance, Might, Athletics
Stunts:
Killer of Animals (Guns): All attacks with Guns inflict 2 additional stress to mundane animals.
Hunter (Survival): +2 to track.
Outdoorsman (Survival): Survival complements Stealth and Investigation in the wilderness.
Total Refresh Cost:
-1 (Pure Mortal)
Refresh Total:
3

Martial Artist (On The Beach)

High Concept: Martial Artist
Other Aspects: Trained Body And Spirit, Not A Street Fighter
Skills:  
Good: Fists, Discipline
Fair: Athletics, Alertness, Endurance
Average: Might, Conviction, Contacts
Stunts:
Patterns (Fists): Use Fists instead of Performance to perform martial arts displays.
Competition Fighting (Fists): +1 to Fists as long as you aren't in a real fight.
Board Breaking (Fists): Use Fists to break stuff.
Martial Artist (Fists): Use Fists to make declarations and assessments about fighting.
Total Refresh Cost:
-2 (Pure Mortal)
Refresh Total:
2

Priest (On The Beach)

High Concept: Priest
Other Aspects: No Hypocrite, A Friend To The Faithful
Skills:  
Good: Conviction, Empathy
Fair: Presence, Rapport, Contacts
Average: Resources, Lore, Scholarship
Stunts:
Sermonize (Conviction): You may use Conviction, unmodified, to give sermons and speeches.
Confessor (Empathy): Justify recovery from social or mental consequences with Empathy.
Religious Studies (Scholarship): +1 to Lore and Scholarship concerning religion.
Total Refresh Cost:
-1 (Pure Mortal)
Refresh Total:
3
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 16, 2010, 04:03:53 AM
I promised alternate versions of the mortal NPCs, but I'm not really sure what people want. So I'm just going to make a few suggestions, and let people make requests if there's anything more that they want.

The Senior Officer could be a high level politician with a few basic stunt changes. The Hunter could have Strip The Flesh instead of Outdoorsman. If the Hunter used Bows instead of Guns he'd be a savage tribesman. The Schoolteacher could be a lawyer if you just changed the stunts. The Hoplite could be any ancient infantryman. The Wrestler could be a bodybuilder. The Musician could be any kind of artist. The Handyman could be an unusual burglar. The Street Thug could be a serial killer, but only if he had enough stunts to take him into negative refresh.

If you want actual stats you'll have to ask for them.

Once this is done, I'll be starting Emissaries of Power. I plan to do one for each power level, and I have a pretty good idea of what they're going to look like. That is, unless someone chimes in with a request.

Title: Re: Generic NPCs
Post by: Sinister on October 16, 2010, 06:34:55 PM
these are comming in handy, thanks!
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 17, 2010, 11:40:44 PM
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.
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 18, 2010, 10:43:17 PM
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.
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 20, 2010, 10:56:43 PM
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.
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 21, 2010, 07:43:46 PM
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.
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 22, 2010, 02:43:49 AM
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.
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 22, 2010, 11:23:28 PM
Here's the sixth Emissary Of Power.

Emissary of Dark Evil Nasty Things (Submerged)

High Concept: Soldier Of Darkness
Other Aspects: Deathbed Conversion, Humanoid Monster, Master Of Slaughter, Willing Tool
Skills:
Superb: Weapons, Athletics
Great: Intimidation, Might
Good: Endurance, Alertness
Fair: Stealth, Conviction, Lore
Average: Empathy, Fists, Presence, Discipline, Survival
Powers:
Marked By Power [-1]
Human Guise [-0]
Living Dead [-1]
Demonic Co-Pilot [-1]
Inhuman Strength [-2]
Inhuman Speed [-2]
Supernatural Toughness [-4]
The Catch [+3] holy stuff
Item Of Power [+2] Butcher Knife granting:
Breath Weapon [-2]
On Fire [-1] attacks with the knife inflict +2 stress.
True Aim [-1]
Total Refresh Cost:
-10
Refresh Total:
0

This guy is a terror in a fight. He does, however, have weaknesses. He doesn't heal over time the way non-undead do, he has no fate points, and his only decent skill outside of a fight is Intimidation. He makes for a good, simple, fight scene. He doesn't need a motivation, since he's always following the orders of something else. At lower power levels, killing this guy could a major task that costs the entire group a great deal of effort.

Variations on this character could include ditching the Item Of Power or shuffling the physical abilities. As always, stunts are good.

This guy has no refresh. He looks fairly human, but it would be a real mistake to call him anything other than a monster.
Title: Re: Generic NPCs
Post by: ralexs1991 on October 23, 2010, 02:17:03 AM
Quote
Might not be human. A raven, for example, would have Dimunitive Size, Wings, and Echoes Of The Beast.

id dig the norse mythology throwback
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 23, 2010, 04:23:38 AM
Here's the seventh Emissary of Power.

Seelie Knight (Snorkeling)

High Concept: Knight Of The (Un)Seelie Court
Other Aspects: Jack Of All Trades, Global Significance, Obey The Queens
Skills:
Great: Conviction, Weapons, Lore, Discipline
Good: Endurance, Presence, Athletics, Alertness
Fair: Deceit, Stealth, Fists, Survival
Average: Rapport, Empathy, Intimidation, Might
Stunts:
I Know Fairies (Lore): Use Lore for fairy contacts.
Bows Are Weapons (Weapons): Use Weapons for bows.
Powers:
Marked By Power [-1]
Sponsored Magic ((Un)Seelie) [-4]
Glamours [-2]
True Aim [-1]
Item Of Power [+2] Sword granting:
Inhuman Strength [-2]
Inhuman Speed [-2]
Inhuman Toughness [-2]
Inhuman Recovery [-2]
The Catch [+3] cold iron.
Total Refresh Cost:
-12
Refresh Total:
1

A fairly versatile character who can fight several different ways, create illusions, cast spells, and survive socially. He's fairly powerful, but nowhere near as strong as his importance would imply. Use him when you need stats for a Faerie Knight.

The variants of this type of character are essentially limitless. If you're looking for a quick way to mix things up, ditch the stunts, True Aim, and Glamours. Then reinvest the refresh in whatever comes to mind.
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 23, 2010, 06:15:36 PM
Here's the eighth and final Emissary of Power.

The Prophet (Scuba Diving)

High Concept: Messiah
Other Aspects: Voice Of God, Inspiring Leader, Accurate Fanaticism
Skills:
Fantastic: Conviction
Superb: Presence, Discipline
Great: Lore, Rapport
Good: Endurance, Alertness, Contacts
Fair: Resources, Intimidation, Scholarship
Average: Empathy, Investigation, Fists
Stunts:
Divine Sanction (Conviction): +1 to Conviction when acting on behalf of his god.
Sermonize (Conviction): Use Conviction for religious speeches.
Fire And Brimstone (Conviction): Use Conviction for spiritual Intimidation.
Shield Of Faith (Conviction): Use Conviction for physical defense.
Stubborn Faith (Conviction): Two additional minor mental consequences against attacks on faith.
Religious Leader (Conviction): Use Conviction for Contacts with people who share your religion.
Powers:
Marked By Power [-1]
Sponsored Magic [-4]
Refinement [-1]
Guide My Hand [-1]
Bless This House [-1]
Righteousness [-2]
Holy Touch [-1]
Total Refresh Cost:
-17
Refresh Total:
0

This guy is a pretty serious threat in any kind of conflict. He's intended to be a major villain. He's got an agenda and the qualities of a leader. His moral status is left deliberately ambigous. Maybe his god isn't actually a good guy. Maybe he's the prophet of an Outsider. He has zero refresh, so for better or for worse he has no free will.

Possible variants include a more political prophet with the The Boss and Minions stunts, one with better spellcasting, or one optimized for social combat.
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 24, 2010, 04:53:52 AM
The Emissaries Of Power are done. Before I get to mortal practitioners, I would like to ask if there's anything people want to see. Need an NPC for your game, but can't be bothered to stat him up? Now's your chance to dump the work on someone who enjoys it.

adgramaine mentioned earlier that he would like it if I could stat out different variants on the Pure Mortal characters I made earlier. I would be quite willing to do this, but first I need a more specific request. Just pick a mortal NPC, and I'll create a few alternate versions.

I'll start on mortal practitioners in a day or two, unless someone speaks up.
Title: Re: Generic NPCs
Post by: Tbora on October 24, 2010, 04:59:58 AM
I want a Necromancer capable of going toe to toe with any of the Senior Council for a Big Bad.

I want him able to blast things with ease, and have hoards of zombies, and not be too shabby in Social combat either.

Thanks in advance.
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 24, 2010, 06:36:09 PM
Can do. But I need a few more specifics.

First, are we talking about the Our World Senior Council at 17 or so refresh, or are we talking about a more realistic one at 35 or so refresh?

Second, do you want your necromancer to have free will?

Third, should he have Contacts and Resources, or is he a lone wolf?

Fourth, is he a mortal spellcaster or something else? (A lich, a vampire, a giant, whatever)

Fifth, what Laws of Magic has he broken? The Fifth is obvious, and the First is probable, but are there any others you have in mind?

I could just make assumptions about your answers to these questions, but I figure that you have a pretty good idea of what your Big Bad should be like and I want my version to fit with that idea.

Finally, do you want me to post the necromancer writeup here or would you rather have me send it to you personally? I don't want to spoil anything for your players if they read this thread.
Title: Re: Generic NPCs
Post by: adgramaine on October 25, 2010, 12:07:31 AM
Dude, I say again: this thread needs to be stickyed!

Where's a moderator when ya need them?   ;D
Title: Re: Generic NPCs
Post by: Kaldra on October 25, 2010, 02:17:50 AM
since there is interest in this being stickied i will report it to the mod and we will see what happens
Title: Re: Generic NPCs
Post by: Tbora on October 25, 2010, 11:14:49 AM
I want the more realistic write up, he is a lone wolf, he is long past free will, he is a 3000 year old ancient egyptian lich, he has broken the first, third, and fifth laws.

Can you just post it here.
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 25, 2010, 11:00:01 PM
Alright, let's get cracking. First of all, this guy needs his own power level. We'll call it Deep One and say that he gets 65 skill points to go with 38 refresh. This is intended to equal the level of the Senior Council, as written by Deadmanwalking. Those who've seen my Lich writeup on the Various More-Obscure Mythical Creatures thread may notice that this guy is in many ways an upgraded version of the standard lich.

Lich Lord (Deep One)

High Concept: 3000 Year Old Ancient Egyptian Lich
Other Aspects: Undead Hordes, Lunatic Charisma, Lone Wolf, Senior Council Level Wizard, Big Bad
Skills:
Epic: Conviction, Lore
Fantastic: Discipline, Intimidation
Superb: Presence, Endurance
Great: Scholarship, Deceit
Good: Alertness, Empathy, Rapport
Fair: Craftsmanship, Survival, Investigation, Athletics
Average: Fists, Contacts, Resources, Stealth
Stunts:
Master Of Zombies (Lore): Lore complements the attacks of all zombies under your direct command.
Pretty Fly For A Dead Guy (Presence): Ignore 2 shifts worth of social penalties from Living Dead.
Legends Of Terror (Intimidation): +2 to Intimidation against anyone who knows your reputation.
Limited Prescience (Lore): Use Lore to defend in physical combat.
Lunatic Charisma (Conviction): Use Conviction to defend in social combat.
Control The Conversation (Discipline): Use Discipline for social initiative.
Powers:
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Kemmlerian Necromancy [-2]
Lawbreaker (1st) [-2]
Lawbreaker (3rd ) [-2]
Lawbreaker (5th) [-2]
Refinement [-18]
Item of Power (Phylactery) [+1] granting:
Living Dead [-1]
Supernatural Recovery [-4]
Magic:
Evocation (Air, Earth, Spirit): +1 Air Control, +1 Earth Control, +2 Spirit Control, +3 Spirit Power
Thaumaturgy: +1 Crafting Frequency, +1 Psychomancy Control, +2 Psychomancy Complexity, +2 Crafting Power, +3 Necromancy Complexity, +4 Necromancy Control
Foci: Staff (+6 Offensive Spirit Power), Funeral Mask (+3 Necromancy Complexity and Control), Sarcophagus (+3 Crafting Power and Frequency)
Enchanted Items (all have 6 uses/session): Robes (14 shift block against attack), Mummy Wrappings (Armour 6), Gauntlet (12 shift attempt to break something), Flag (Maneuver, places aspect of Infused With Dark Power on both the scene and all zombies in the zone, duration 5), 6 potion slots
Total Refresh Cost:
-43
Refresh Total:
-5

So, Tbora, is this what you were looking for?
Title: Re: Generic NPCs
Post by: Crimson Overcoat on October 26, 2010, 02:33:46 AM
Fey creatures. Think talking animals/nature spirits. Low to mid level functionaries and goons. Examples would be the talking spiders from Turn Coat (I think it was Turn Coat.)
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 27, 2010, 12:20:48 AM
Low level fey, huh? Pretty broad category. Alright, here are a few possibilities.

Talking Animal

In my opinion, talking animals are best handled as a template to be added to mundane animals. Take a mundane animal from http://www.jimbutcheronline.com/bb/index.php/topic,18099.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,18099.0.html) or www.vinlandsolutions.site11.com/Products/DFRPG/index.html (http://www.vinlandsolutions.site11.com/Products/DFRPG/index.html) and give it the following skills:
Fair:  Lore, Presence, Deceit
Average: Scholarship, Rapport, Empathy, Intimidation
Powers and stunts are not necessary, but you may want to give them The Sight, Soulgaze, Psychometry, Supernatural Senses, Occultist, Ghost Speaker, or Marked By Power.

Will O' The Wisp (On The Beach)

High Concept: Misleading Faerie
Other Aspects: Can’t Quite Lie, Off The Trail, Flying Ball Of Light
Skills:
Good: Deceit
Fair:  Survival, Alertness, Athletics, Lore
Average: Presence, Rapport, Empathy, Investigation
Powers:
Glamours [-2]
Light Source [-0]
Wings [-1]
Diminutive Size [-1]
Incite Emotion [-3] distraction and confusion, at range
Worldwalker [-2]
Total Refresh Cost:
-9
Refresh Total:
-5

Guardian Statue (Feet In The Water)

High Concept: Faerie Guardian Statue
Other Aspects: Huge Block Of Ectoplasmic Stone, Loyalty Over Brainpower
Skills:
Great: Fists, Might
Good: Conviction, Endurance
Fair:  Alertness, Athletics
Average: Lore, Intimidation
Stunts:
Threshold Guardian (Conviction): Add 3 to Conviction for Bless This House power.
Powers:
Bless This House [-1]
Claws [-1]
Supernatural Sense [-1] detects automatically when their threshold is broken
Hulking Size [-2]
Inhuman Strength [-2]
Supernatural Toughness [-4]
The Catch (Cold Iron) [+3]
Total Refresh Cost:
-9
Refresh Total:
-3

Gremlin (On The Beach)

High Concept: That Thing That Steals Your Socks And Makes Your Computer Break Down
Other Aspects: Unseen Prankster, Poetic Justice
Skills:
Good: Craftsmanship, Stealth
Fair: Conviction, Discipline, Lore
Average: Athletics, Deceit, Contacts
Stunts:
Destructive Prankster (Craftsmanship): +2 to break things with Craftsmanship.
Boosted Hexes (Conviction): All technology is treated as though it were two steps lower on the hexing table.
Powers:
Diminutive Size [-1]
Cloak Of Shadows [-1]
Ritual (Entropomancy) [-2]
Total Refresh Cost:
-6
Refresh Total:
-2

Nac Mac Feegle (Feet In The Water)

High Concept: Hard-Drinkin’ Hard-Fightin’ Scottish Pixie Man
Other Aspects: Faerie Of Thistles, Afraid Of Lawyers But Not Of Iron (Or Anything Else), Into And Out Of Anywhere…Except Pubs…Little Trouble Getting Out Of Those
Skills:
Great: Fists, Athletics
Good: Endurance, Weapons
Fair: Alertness, Burglary
Average: Stealth, Survival
Powers:
Diminutive Size [-1]
Inhuman Strength [-2]
Inhuman Speed [-2]
Inhuman Toughness [-2]
The Catch (Lawyers) [+1]
Swift Transition [-2]
Supernatural Sense [-1] detects lawyers
Total Refresh Cost:
-9
Refresh Total:
-3
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 29, 2010, 12:26:25 AM
This is a response to a request posted to another thread. I had to make another new power level for these guys, called In A Submarine. It offers 21 refresh, 50 skill points, and a skill cap of Fantastic. If anyone has anything to say, be it a compliment, a complaint, or a request, now's the time.

I've finished all the characters requested of me and I'm pretty happy with how they turned out, so I'll be moving on to mortal practitioners now. That is, unless somebody jumps in with another request.

Ancient Sidhe Trickster (In A Submarine)

High Concept: Ancient Trickster Faerie
Other Aspects: Scary As F**k, You Cannot Trust Your Eyes, Faerie Court Jester,
Skills:
Fantastic: Deceit, Intimidation
Superb: Presence, Performance
Great: Lore, Empathy
Good: Rapport, Conviction, Empathy
Fair: Contacts, Alertness, Stealth
Average: Endurance, Investigation, Craftsmanship, Burglary, Scholarship
Stunts:
Wearing An Extremely Trustworthy Face (Deceit): As long as you are in a certain form, +2 to Deceit.
Founded Upon Lies (Deceit): +2 to any roll in which you tag or invoke an aspect created with Deceit.
Scary As F**k (Intimidation): Intimidate attacks inflict 2 extra stress.
Subtle Menace (Intimidation): Don’t need context of power to use Intimidation.
Polite Threats (Intimidation):  May use Intimidation without being rude or directly threatening someone.
Jester (Performance): +2 to Performance to make jokes and generally be funny.
Pointed Performance (Performance): May use Performance to create specific aspects.
The Opinions Of Humans Are Irrelevant To Me (Presence): Armour 1 against social attacks from humans.
Shield Of Lies (Deceit): Use Deceit, unmodified, to defend against everything in social combat.
Powers:
Marked By Power [-1]
Greater Glamours [-4]
Unseelie Magic [-4]
True Shapeshifting [-4]
Modular Abilities 3 [-5]
Total Refresh Cost:
-26
Refresh Total:
-6

Ordinary Dragon (In A Submarine)

High Concept: Ordinary Dragon
Other Aspects: Limitless Greed, Chip On The Shoulder, Cower Before Me Puny Humans, Sponsor of Mortals, I Don’t Need Magic To Kill You
Skills:
Fantastic: Resources, Fists
Superb: Contacts, Might
Great: Athletics, Presence
Good: Intimidation, Conviction, Endurance
Fair: Lore, Discipline, Alertness
Average: Deceit, Empathy, Rapport, Investigation, Survival
Stunts:
Dragon Treasure (Resources): +2 to Resources for gold, jewels, and other such things.
Hoard (Resources): Can be assumed to own items with value up to your Resources skill.
Regal Presence (Presence): +1 to Presence and Intimidation when in a position of power.
Breath Control (Fists): Use Fists to wield Breath Weapon.
The Boss (Contacts): Add Employment trapping to Contacts. Use it to hire people.
Minions (Contacts): May use Contacts to declare that certain minions are present.
Powers:
Supernatural Strength [-4]
Inhuman Speed [-2]
Supernatural Toughness [-4]
Inhuman Recovery [-2]
The Catch [+2] True Heroism
Dragon Magic [-4]
Breath Weapon [-2]
Human Form [+1] affecting:
Wings [-1]
Hulking Size [-2]
Claws [-1]
Total Refresh Cost:
-25
Refresh Total:
-4
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 31, 2010, 02:02:32 AM
The moment has finally arrived: I am beginning to stat out mortal practitioners. First: Paranet.

As I see it, there are likely three distinct classes of Paranet member. The first would be more-or-less ordinary people who have been drawn into the supernatural world somehow and who rely on Paranet for protection. The second would be the low-level spellcasters and minor talents for whom Paranet is like a nation that they live in. Unlike the first group, these people probably don't have day jobs or other solid connections to mundane humanity. The third would be the more powerful supernaturals who protect the ordinary members. Members of this group could be anything from wizards to ensouled ghouls. The "Big Fish In A Little Pond" campaign on the Play-By-Post forum is about a group of these.

Now: stats.

Level One Paranet Member

Level one members are usually normal people with day to day lives in the mundane world of mortal humanity. I order to stat one, take a pure mortal from earlier in this thread or from your own work. Then raise them one power level and give them the following:

Skills:
Fair: Lore
Average: Contacts, Conviction, Discipline
Stunts:
Paranet Member (Contacts): +2 to Contacts when contacting other members of Paranet.

Level Two Paranet Member (On The Beach)

High Concept: Member Of Paranet
Other Aspects: Little Fish, Magical Community
Skills:
Good: Lore, Contacts
Fair: Conviction, Discipline
Average: Resources, Alertness, Scholarship, Investigation, Driving
Stunts:
Paranet Member (Contacts): +2 to Contacts when contacting other members of Paranet.
Powers:
Ritual (Something) [-2] Could also be Channeling or any minor ability except for Marked By Power. Some psychic abilities are also possible.
Total Refresh Cost:
-3
Refresh Total:
1

Level Three Paranet Member

These guys are too diverse for any set of stats. Just take a supernatural (or perhaps occasionally mortal) character of Waist Deep level or higher and, if they have refresh to spare, give them the Paranet Member stunt.
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 31, 2010, 07:29:20 PM
And now for the White Council. Deadmanwalking has already provided pretty good stats for just about every relevant named character in the white council, so just search the forums if you want those. He also worked out stats for a generic wizard and generic apprentice. My stats for the White Council Member and White Council Apprentice will just be slightly edited versions of his. Once I'm done with those, I'll work out stats for an ordinary Warden, Junior Warden, and Senior Council Member. I'll probably also make some Senior Wardens, but no promises.

I'm not sure where to go once I'm done the White Council. I'm thinking of making a Cult Leader and a warlock for each Law. I'd kind of like to do more sorcerers and focused practitioners, but I can't think of any good concepts. Does anybody have any advice? I'd appreciate it.
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 31, 2010, 09:28:21 PM
General note for all White Council characters: elements and thaumaturgy fields (with the exception of crafting) are arbitrary. Feel free to alter them.

White Council Wizard (Submerged)

High Concept: Wizard Of The White Council
Other Aspects: Expert In My Field, More Scholar Than Soldier, A Hundred Years Old
Skills:
Superb: Lore
Great: Discipline, Scholarship
Good: Contacts, Conviction, Resources
Fair: Deceit, Empathy, Investigation, Rapport
Average: Athletics, Alertness, Endurance, Presence, Craftsmanship
Powers:
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Soulgaze [-0]
Wizard's Constitution [-0]
Refinement [-2]
Magic:
Evocation (Fire, Water, Spirit): +1 water power
Thaumaturgy: +1 ward complexity, +1 conjuration complexity, +1 divination control, +2 divination complexity
Foci: Ring (+1 defensive water control), Crystal Ball (+2 divination complexity)
Enchanted Items: 2 potion slots
Total Refresh Cost:
-9
Refresh Total:
1

White Council Apprentice (Chest Deep)

High Concept: Apprentice Wizard
Other Aspects: New At This, Damned Outdated Traditions!, Does Odd Jobs For His Master
Skills:
Good: Conviction, Discipline, Lore
Fair: Athletics, Alertness, Deceit, Rapport, Scholarship, Contacts
Average: Empathy, Endurance, Craftsmanship, Presence, Investigation, Resources, Driving, Might, Fists
Powers:
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Soulgaze [-0]
Wizard's Constitution [-0]
Magic:
Evocation (Air, Water, Fire): +1 air power
Thaumaturgy: +1 divination complexity
Foci: Wand (+1 offensive and defensive air control), Lens (+1 divination control)
Enchanted Items: 2 potion slots
Total Refresh Cost:
-7
Refresh Total:
1
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 01, 2010, 02:30:03 AM
White Council Warden (Submerged)

High Concept: Warden Of The White Council
Other Aspects: Decades Of Combat Experience, Loyal To The Council, Scare 'Em Straight
Skills:
Great: Conviction, Discipline, Weapons
Good: Endurance, Lore, Intimidation
Fair: Alertness, Athletics, Contacts, Presence
Average: Resources, Survival, Stealth, Fists, Might, Craftsmanship
Powers:
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Soulgaze [-0]
Wizard's Constitution [-0]
Refinement [-2]
Magic:
Evocation (Earth, Air, Spirit): +1 earth power, +2 earth control
Thaumaturgy: +1 crafting power
Foci: Left Glove (+1 defensive earth power), Right Glove (+1 offensive earth control), Amulet (+2 offensive earth power)
Enchanted Items: Cloak (4 shift block against attack or Armour 2, 3 uses/session), Warden Sword (6 shift counterspell or weapon:6, 3 uses/session)
Total Refresh Cost:
-9
Refresh Total:
1

White Council Junior Warden (Chest Deep)

High Concept: Junior Warden Of The White Council
Other Aspects: Teenage Conscript, Losing My Naivete, Not Very Scary
Skills:
Great: Conviction
Good: Discipline, Endurance, Lore, Weapons
Fair: Guns, Alertness, Athletics, Rapport
Average: Presence, Fists, Contacts, Scholarship, Stealth, Might
Powers:
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Soulgaze [-0]
Wizard's Constitution [-0]
Magic:
Evocation (Fire, Earth, Air): +1 fire control
Thaumaturgy: +1 crafting power
Foci: Gloves (+1 offensive fire control and power)
Enchanted Items: Cloak (4 shift block against attack or Armour 2, 3 uses/session), Warden Sword (6 shift counterspell or weapon:6, 3 uses/session)
Total Refresh Cost:
-7
Refresh Total:
1
Title: Re: Generic NPCs
Post by: ralexs1991 on November 01, 2010, 04:39:42 PM
very nice i especially like the white council ones
Title: Re: Generic NPCs
Post by: 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.

On an unrelated note, the underbelly would probably be better than True Heroism as a catch for the Ordinary Dragon.

Anyway, here are those senior wardens I mentioned earlier:

Warden Regional Commander #1 (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, Genuine Samurai, Craftsman
Skills:
Superb: Weapons, Lore
Great: Conviction, Discipline, Craftsmanship
Good: Alertness, Endurance, Intimidation
Fair: Resources, Athletics, Contacts
Average:  Presence, Might, Fists
Stunts:
Off Hand Weapon Training (Weapons): Add half of rating of second weapon to stress bonus.
Enchanted Item Master (Weapons): +1 to attacks with enchanted items.
Powers:
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Soulgaze [-0]
Wizard's Constitution [-0]
Refinement [-2]
True Aim [-1]
Magic:
Evocation (Air, Water, Fire): +1 air control
Thaumaturgy: +1 crafting frequency, +2 crafting strength
Foci: Anvil (+1 crafting strength and frequency)
Enchanted Items (all have 3 uses/session): Cloak (8 shift block against attack), Underclothes (Armour 4), Warden Sword (8 shift counterspell or weapon: 8 ), Warden Sword (8 shift counterspell or weapon: 8 ), Rain Dagger (weapon: 6 zonewide attack, aim with Weapons), 3 potion slots (strength 8 )
Total Refresh Cost:
-12
Refresh Total:
1

Warden Regional Commander #2 (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, Burn It All Down, Somehow Hasn’t Broken The First Law Yet
Skills:
Superb: Conviction, Discipline
Great: Lore, Intimidation, Weapons
Good: Endurance, Presence, Contacts
Fair: Alertness, Athletics, Resources
Average: Might, Survival, Fists
Powers:
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Soulgaze [-0]
Wizard's Constitution [-0]
Refinement [-5]
Magic:
Evocation (Fire, Earth, Spirit): +1 spirit control, +2 fire power, +3 fire control
Thaumaturgy: +1 crafting strength
Foci: Sword (+2 offensive and defensive fire power), Left Glove (+1 defensive fire control), Right Glove (+1 offensive fire control)
Enchanted Items: Cloak (6 shift block against attack or armour 3, 3 uses/session), Warden Sword (6 shift counterspell or weapon: 6, 3 uses/session), 1 potion slot (strength 5)
Total Refresh Cost:
-12
Refresh Total:
1
Title: Re: Generic NPCs
Post by: ralexs1991 on November 02, 2010, 01:36:16 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.

let me give it some thought and i'll get back to you
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 03, 2010, 01:38:59 AM
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
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 05, 2010, 01:14:54 AM
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?
Title: Re: Generic NPCs
Post by: Drashna on November 05, 2010, 04:12:28 AM
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.)
Title: Re: Generic NPCs
Post by: Mindflayer94 on November 05, 2010, 07:47:07 PM
There are a lot of nice ideas/NPC and I know I'd be upset if you stopped. :)

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 :)
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 05, 2010, 08:23:22 PM
Well, that's nice to hear. I'd do this even if nobody read it, though.

Anyway, I'm going to go back and edit a couple things. First, I'm going to add more power levels to the first post. Second, I'm going to add a couple of Average skills to the Senior Council member. He's got 63 points worth of skills where he should have 65.

Now that I'm done the White Council, I'm moving on to freelance spellcasters. I plan to start with a Cult Leader, an Alchemist, a Summoner, and a Magical Security Expert before moving on to Lawbreakers. I am still open to suggestions.
Title: Re: Generic NPCs
Post by: Drashna on November 05, 2010, 08:32:11 PM
Oh, and as for the usefulness, I've recommended to another member that was stumped on creating a character:

Thanks for all of the great ideas!
....
Drahsna, the NPC list is a great help.
....
I trimmed most of it out, but its definitely getting used. Even if I have to force feed it to people! :P  It's a great list, and you're planned stuff looks fun.

Also, at some point, I think it may be prudent to add a list in the first post to link to all these great NPCs, to make it easy to find a specific one. And add the "Deep Ones" to the first post too (its tucked away in the Lich NPC post, so it gets easily lost.

I've also got a few ideas for NPCs, and a couple based on some of the PCs I have. So I'll see about adding those to the list. And did I mention, Legendary job, so far? :)
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 05, 2010, 10:52:24 PM
The first post has been edited to include the In A Submarine and Deep One power levels. A compiled list is a good idea, and I'll make one eventually. I might make a new thread for it. As for the NPC ideas you mentioned, just put them up here or send them to me in a message and I'll come up with some stats.

The Cult Leader is here. You may notice that he has less than zero refresh. This is intended to reflect that he has traded away his free will in exchange for power. If you want his cult to be devoted to something real and powerful, just give him Sponsored Magic and maybe Marked By Power.

Cult Leader (Up To Your Waist)

High Concept: Cult Leading Sorcerer
Other Aspects: Misguided Minions, Too Scared To Break The Laws, Nasty Piece Of Work
Skills:
Great: Contacts
Good: Conviction, Discipline, Resources
Fair: Lore, Intimidation, Deceit, Presence
Average: Endurance, Alertness, Rapport, Empathy
Stunts:
The Boss (Contacts): May use Contacts to find cult members.
Minions (Contacts): May use Contacts to declare the presence of loyal cultists.
Cult Leader (Presence): Add one to all social skills when acting against a convert or potential convert.
Powers:
Evocation [-3]
Thaumaturgy [-3]
Magic:
Evocation (Fire, Earth, Spirit): +1 spirit power
Thaumaturgy: +1 diabolism complexity
Foci: Ritual Mask (+1 offensive and defensive spirit control, +1 control and complexity to diabolism)
Total Refresh Cost:
-9
Refresh Total:
-2
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 06, 2010, 03:18:10 AM
Alchemist (Up To Your Waist)

High Concept: Alchemist
Other Aspects: Magical Scientist, Obsessive Personality, The Elixir Of Life
Skills:
Great: Lore, Scholarship
Good: Resources, Craftsmanship
Fair: Discipline, Weapons, Conviction
Average: Endurance, Presence, Athletics, Alertness, Contacts
Stunts:
A Potion For Everything (Lore): +2 to all Lore rolls to declare that you have a certain potion.
Chemist (Scholarship): +1 to chemistry, +2 to analytical chemistry.
Powers:
Elixir Of Life [-0] (treat as Wizard's Constitution)
Ritual (Crafting) [-2]
Refinement [-2]
Magic:
Foci: Burette (+2 crafting strength), Pipette (+1 crafting frequency)
Enchanted Items (All have 2 uses/session): Labcoat (6 shift block against attack or armour 3), Philosopher's Stone (6 shift transmutation effect turning metal into gold), 4 potion slots
Total Refresh Cost:
-6
Refresh Total:
1
Title: Re: Generic NPCs
Post by: Tbora on November 06, 2010, 03:26:14 AM
Could you do some demons next?
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 06, 2010, 03:44:29 AM
Sure, once I'm done mortal practitioners.

What sort of demons do you have in mind?
Title: Re: Generic NPCs
Post by: Tbora on November 06, 2010, 03:48:36 AM
Not the Fallen, but thug type demons which can serve as templates for various warlock types to summon.

Ranging from the weaker stuff like fungus demons to the hoary Demon Lord-esq ones that You Do Not Summon If You Wish To Live
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 07, 2010, 01:14:01 AM
Summoner (Feet In The Water)

High Concept: Summoner
Other Aspects: Do Not Call Up What You Can Not Put Down, Supernatural Rolodex, Practised Negotiator
Skills:
Great: Lore, Discipline
Good: Conviction, Rapport
Fair: Empathy, Scholarship
Average: Presence, Resources
Stunts:
No Need For Binding (Rapport): +2 to Rapport when dealing with summoned creatures.
Powers:
Ritual (Summoning And Binding) [-2]
Refinement [-2]
Magic:
Foci: Summoning Circle Carpet (+3 complexity and control for summoning and binding)
Total Refresh Cost:
-5
Refresh Total:
1
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 07, 2010, 04:52:20 AM
Magical Security Expert (Feet In The Water)

High Concept: Magical Security Expert
Other Aspects: Onmyouji, Salaryman, Properly Paranoid
Skills:
Great: Lore, Burglary
Good: Discipline, Investigation
Fair: Alertness, Conviction
Average: Endurance, Guns
Stunts:
Improved Wardcrafting (Lore): All wards include warning system for no added complexity.
Security Expert (Burglary): Use Burglary to perform blocks against the use of Burglary for a given area.
Powers:
Ritual (Wards) [-2]
Refinement [-1]
Magic:
Foci: Duffel Bag Full Of Calligraphy Gear (+4 complexity to wards)
Total Refresh Cost:
-5
Refresh Total:
1
Title: Re: Generic NPCs
Post by: Falar on November 07, 2010, 01:39:06 PM
Improved Wardcrafting (Lore): All wards include warning system for no added complexity.
Point of order: I fairly sure you can't take a stunt that affects your supernatural powers. You'd probably be better off taking another Level of Refinement for another foci that adds Ward Complexity. You might actually be able to .. no, wait, that wouldn't make sense. I was thinking you could possibly get a +3 to Complexity as this focus item is only used for making sure Wards have the warning system, but you only need 2 complexity for that.
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 07, 2010, 05:55:37 PM
This stunt/power thing is an ongoing debate. I am firmly on the side of "stunts can affect powers". I could go into reasons, but it would likely lead to this thread going way off topic.

Bottom line: If you don't like it, you can call it a [-1] power or swap it for a level of refinement.

PS: I would be willing to debate this. Make a new thread if that's what you want to do.
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 08, 2010, 11:35:24 PM
Alright, it's time for the Lawbreakers. One for each law (except for the third and fourth, there's going to be one for the two of them), and then that's it for mortal practitioners. Expect me to start on demons once these are done.

Breaker Of The First Law (Chest Deep)

High Concept: Magical Murder Machine
Other Aspects: Collateral Damage, Man With A Cause, How Is Killing A Guy With Magic Worse Than Using A Gun?
Skills:
Superb: Conviction
Great: Discipline
Good: Lore, Endurance, Alertness
Fair: Guns, Athletics, Stealth
Average: Presence, Intimidation, Burglary, Survival, Fists, Might
Stunts:
Fallout Control (Discipline): May take 2 shifts of fallout without reducing the power of an evocation.
Powers:
Evocation [-3]
Refinement [-3]
Lawbreaker (First) [-2]
Magic:
Evocation (Fire, Air, Spirit): +2 fire power, +1 fire control
Foci: Blasting Rod (+3 offensive fire power), Glasses (+1 offensive fire control), Gauntlet (+2 defensive fire control, linked to a single spell), Armband (+2 defensive fire power, linked to a single spell)
Total Refresh Cost:
-9
Refresh Total:
-1
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 10, 2010, 04:52:20 AM
Breaker Of The Second Law (Submerged)

High Concept: Magic-Wielding Vigilante
Other Aspects: Poetic Justice, Transformation Is A Fitting Punishment
Skills:
Superb: Conviction, Lore
Great: Discipline, Investigation
Good: Endurance, Alertness
Fair: Athletics, Stealth, Burglary
Average: Resources, Contacts, Rapport, Presence, Fists
Powers:
Thaumaturgy [-3]
Sponsored Magic (Transformation) [-3] Allows transformation as evocation inflicting physical stress, with taken out results representing full transformation.
Lawbreaker (Second) [-2]
Refinement [-3]
Magic:
Thaumaturgy: +1 transformation and disruption control, +2 transformation and disruption complexity
Foci: Hat (+2 complexity to transformation and disruption), Wand (+2 control to transformation and disruption)
Enchanted Items: Costume (6 shift block against attack or armour 3, 3 uses/session), 1 potion slot (strength 5)
Total Refresh Cost:
-11
Refresh Total:
-1
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 11, 2010, 12:08:06 AM
Breaker Of The Third And Fourth Laws (Snorkelling)

High Concept: Sorcerous Mastermind
Other Aspects: Dance, My Puppets!; Nice Guy, Not Good Guy; Physical Violence Is Not Okay
Skills:
Superb: Discipline, Contacts
Great: Lore, Deceit, Conviction
Good: Presence, Rapport, Resources
Fair: Empathy, Scholarship, Alertness
Average: Endurance, Burglary, Investigation
Stunts:
Mastermind (Contacts): Add Employment trapping to Contacts. Use it to hire people.
Powers:
Thaumaturgy [-3]
Evocation [-3]
Lawbreaker (Third) [-2]
Lawbreaker (Fourth) [-2]
Refinement [-3]
Domination [-2]
Magic:
Evocation (Air, Water, Spirit): +1 spirit control, +2 spirit power
Thaumaturgy: +1 psychomancy control, +2 psychomancy complexity
Foci: Hand Mirror (+2 offensive spirit power), Skullcap (+2 psychomancy complexity)
Enchanted Items: Clothes (4 shift block against attack or armour 2, three uses/session), 2 potion slots (strength 4)
Total Refresh Cost:
-16
Refresh Total:
-3
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 11, 2010, 02:58:54 AM
Breaker Of The Fifth Law (Snorkelling)

High Concept: Kemmlerian Necromancer
Other Aspects: Death Is A Disease, Stereotypical Villain, Creepily Serene
Skills:
Superb: Conviction, Lore
Great: Discipline, Intimidation
Good: Presence, Endurance
Fair: Athletics, Deceit, Contacts, Empathy, Alertness
Average: Fists, Might, Craftsmanship, Resources, Weapons, Scholarship
Powers:
The Sight [-1]
Soulgaze [-0]
Wizard's Constitution [-0]
Thaumaturgy [-3]
Evocation [-3]
Sponsored Magic (Kemmlerian Necromancy) [-2]
Refinement [-3]
Lawbreaker (Fifth) [-2]
Magic:
Evocation (Air, Earth, Spirit): +1 spirit power
Thaumaturgy: +1 crafting strength, +2 necromancy complexity, +3 necromancy control
Foci: Skull Necklace (+1 complexity and control to necromancy), Spellbook (+2 offensive spirit power), Shield Ring (+1 defensive earth control)
Enchanted Items: Robes (6 shift block against attack or armour 3, 3 uses/session), 2 potion slots (strength 6)
Total Refresh Cost:
-14
Refresh Total:
-1
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 12, 2010, 03:24:03 AM
Breaker Of The Sixth Law (Up To Your Waist)

High Concept: Time Traveller
Other Aspects: The Science Of Chronomancy, Helmet Of Acceleration, Paradox Shmaradox
Skills:
Great: Scholarship
Good: Craftsmanship, Athletics, Guns/Bows
Fair: Alertness, Weapons, Survival, Discipline
Average: Conviction, Endurance, Stealth, Burglary
Stunts:
Research Is Research (Scholarship): Use Scholarship for magical research.
Scientist, Not Wizard (Scholarship): Use Scholarship to determine base complexity for chronomancy.
From Another Time (Craftsmanship): +2 to Craftsmanship when dealing with stuff from his time period.
Powers:
Ritual (Chronomancy) [-2]
Lawbreaker (Sixth) [-2]
Item Of Power [+2] Clock Helmet granting:
Inhuman Speed [-2]
Inhuman Recovery [-2]
The Catch [+1] No Total Recovery. Just normal human healing, but faster.
Magic:
Foci: Clock Helmet (+2 chronomancy complexity)
Total Refresh Cost:
-8
Refresh Total:
-1
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 12, 2010, 10:39:46 PM
Breaker Of The Seventh Law (Submerged)

High Concept: Servant Of The Outsiders
Other Aspects: No Line I Haven't Crossed, Things That Man Was Not Meant To Know, Old Money
Skills:
Superb: Lore, Conviction
Great: Discipline, Resources
Good: Endurance, Athletics
Fair: Intimidation, Deceit, Alertness
Average: Presence, Survival, Contacts, Fists, Might
Stunts:
You Do Not Want To See My Soul (Conviction): +2 Conviction when making mental attacks in a Soulgaze.
I've Seen Worse (Discipline): +2 Discipline when defending against The Sight or a Soulgaze.
Powers:
Sponsored Magic (Outsider) [-4]
The Sight [-1]
Soulgaze [-0]
Refinement [-2]
Lawbreaker (First) [-1]
Lawbreaker (Second) [-1]
Lawbreaker (Third) [-1]
Lawbreaker (Fourth) [-1]
Lawbreaker (Fifth) [-1]
Lawbreaker (Sixth) [-1]
Lawbreaker (Seventh) [-2]
Magic:
Foci: Some Guy's Right Arm (+3 offensive power to Outsider-sponsored evocations), Some Guy's Eyeball (+1 offensive control to Outsider-sponsored evocations), Some Guy's Left Hand (+2 defensive power to Outsider-sponsored evocations) Cthulu Statue (+2 complexity to Outsider-sponsored rituals)
Total Refresh Cost:
-17
Refresh Total:
-7
Title: Re: Generic NPCs
Post by: cgodfrey7 on November 13, 2010, 04:40:39 AM
Not sure if you are still taking requests, but I would love to see Waitress, Bartender, Cop (that walks a beat), Detective, Security Guard, Book Store Owner, Supervisor, Fisherman.
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 13, 2010, 07:09:40 PM
I am still taking requests. I'll mix those guys in with the demons that I'm making for Tbora.
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 13, 2010, 11:43:31 PM
Poisonous Demon (On The Beach)

High Concept: Snake Demon (or maybe Scorpion Demon, Mushroom Demon, Slime Demon, etc)
Other Aspects: Nearly Brainless, Demonic Soldier
Skills:
Good: Fists, Endurance
Fair: Alertness, Athletics, Stealth
Average: Might, Conviction, Survival
Stunts:
Demonic Poison (Fists): Increase Fists by one when using it for the poison of the Venomous Claws power.
Powers:
Venomous Claws [-3]
Inhuman Recovery [-2]
The Catch (Holy Stuff) [+1]
Total Refresh Cost:
-5
Refresh Total:
-1
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 13, 2010, 11:49:26 PM
Bartender (Hydrophobe)

High Concept: Bartender
Other Aspects: A Shoulder To Cry On
Skills:
Fair: Empathy, Rapport, Contacts
Average: Performance, Presence, Endurance, Resources
Stunts:
Mixed Drinks (Performance): +2 to Performance when using it to make alcoholic drinks.
Bartender's Ear (Empathy): +2 to Empathy when dealing with people who are under the influence of alcohol.
Total Refresh Cost:
0 (Pure Mortal)
Refresh Total:
2
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 14, 2010, 08:33:18 PM
Thug Demon (Up To Your Waist)

High Concept: Demonic Thug
Other Aspects: Brawn Over Brains, Maneater
Skills:
Great: Fists, Might
Good: Conviction, Endurance
Fair: Athletics, Intimidation, Alertness
Average: Presence, Stealth, Survival, Contacts, Deceit
Stunts:
Footwork (Fists): Use Fists for defence against ranged attacks.
Powers:
Claws [-1]
Blood Drinker [-1]
Hulking Size [-2]
Inhuman Strength [-2]
Inhuman Toughness [-2]
Inhuman Recovery [-2]
The Catch (Holy Stuff) [+2]
Total Refresh Cost:
-9
Refresh Total:
-2
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 15, 2010, 02:01:35 AM
Detective (Feet In The Water)

High Concept: Detective
Other Aspects: Keep Digging Until You Get Lucky, One Man Police Squad
Skills:
Great: Investigation
Good: Alertness
Fair: Guns, Empathy, Intimidation, Contacts
Average: Presence, Endurance, Burglary, Driving, Stealth
Stunts:
Scene Of The Crime (Investigation): Checking out a crime scene is at +1 and 1 time increment faster.
I Know Just The Guy (Contacts): Gathering Information is at +1 and 1 time increment faster.
Real Detectives Improvise (Investigation): Spend a fate point to use Investigation instead of any skill used for the purpose of investigating something.
Total Refresh Cost:
-1 (Pure Mortal)
Refresh Total:
5
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 15, 2010, 10:26:28 PM
I'm using a homebrew power for this one. It is called Unthinkable Size, and you can find it here: http://www.vinlandsolutions.site11.com/Products/DFRPG/SamplePowers/UnthinkableSize.html (http://www.vinlandsolutions.site11.com/Products/DFRPG/SamplePowers/UnthinkableSize.html)

EDIT: And now it's been changed. See the Custom Powers Master List for the new version.

Demonic Colossus (Scuba Diving)

High Concept: Enormous Demon
Other Aspects: Sword As Tall As A Building, I Will Consume Your Soul, Big But Not Stupid, Destroyer Of Cities
Skills:
Fantastic: Conviction, Weapons
Superb: Endurance, Might
Great: Alertness, Intimidation
Good: Fists, Presence
Fair: Athletics, Discipline, Lore
Average: Investigation, Survival, Deceit
Stunts:
Parry Everything (Weapons): Use Weapons as a defence against ranged attacks.
Powers:
True Aim [-1]
Soul Eater [-1] Treat as Blood Drinker
Titanic Size [-4]
Mythic Strength [-6]
Mythic Toughness [-6]
The Catch (Weapons rated 6 or higher) [+3]
Physical Immunity [-8]
Stacked Catch (Holy Stuff) [+2]
Total Refresh Cost:
-22
Refresh Total:
-5
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 15, 2010, 11:40:22 PM
Security Guard (Hydrophobe)

High Concept: Security Guard
Other Aspects: Rules Are Rules, Comes Off As A Prick
Skills:
Good: Alertness
Fair: Guns, Fists
Average: Endurance, Athletics, Might
Stunts:
Armed Arts (Fists): Wield a baton or stunner with Fists.
Sentry (Alertness): May take an action to add 2 to Alertness until he takes another action.
Total Refresh Cost:
0 (Pure Mortal)
Refresh Total:
2
Title: Re: Generic NPCs
Post by: Belial666 on November 16, 2010, 02:38:22 PM
Shade (Submerged)

High Concept: returned soul
Other Aspects: servant of darkness, undying nightmare, I cannot lie, knowledge from beyond
Skills:
+5 Intimidate, Lore
+4 Conviction, Scholarship
+3 Contacts, Discipline
additional skills depend on previous life
Stunts:
Knowledge from Beyond: you got knowledge gained from contacts in the world of the dead. +2 to knowledge rolls about actions of now-dead people
Powers:
Spirit Form
Poltergeist
Living Dead - shades must be banished
Incite Emotion: Terror (at range, weapon 2)
Physical Immunity: material attacks (everybody knows it, broad catch, only one thing)
Refresh Total:
-2



Stygian Acolyte (Snorkeling)

High Concept: Disciple of the Void
Other Aspects: There Is No Suffering; Only Ignorance, There Are No Laws; There is Knowledge, There is No Death; Only The Dark
Skills:
+5 Conviction, Discipline
+4 Presence, Lore, Scholarship
+3 Endurance, Athletics, Contacts
+2 Deceit, Intimidate, Rapport
+1 Empathy, Craftmanship, Performance
Powers:
Evocation - void control bonus
Sponsored Magic: Stygian (hellfire-equivalent, bonuses to outsider magic)
Lawbreaker 7th (x2)
Ouroboros Bracers: +4 offensive control and +4 offensive power foci for Void
Amulet of the Black Sun: +1 defensive control, +1 defensive power for Void
Specialization: void power +2
Living Nightmare - stygians must be burned in broad daylight
Human Guise
Inhuman Constitution
Refresh Total:
0
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 16, 2010, 08:56:05 PM
Thanks for posting, Belial. I may not have made this entirely clear, but I welcome anyone who wants to post their NPCs here. That being said, I do have a couple of nitpicks concerning the powers listed for your characters.

First, I'm not sure that you've costed the catch on the Shade's Physical Immunity correctly. I would say that non-material attacks would be a narrow catch that doesn't qualify for the "only one thing" bonus. Of course, this is fairly irrelevant for a negative refresh character like the Shade.

Second, I'm not sure exactly what powers the Stygian Acolyte has. Here's my best guess:

Evocation [-3]
Sponsored Magic (Stygian) [-3]
Lawbreaker (Seventh) [-2]
Refinement [-4]
Living Dead [-1]
Human Guise [-0]
Wizard's Constitution [-0]

This looks good, except that I don't think that you can have both Wizard's Constitution and Living Dead. They seem mutually exclusive to me.

PS: Are these related to your character in the Enduring The Apocalypse campaign? The Stygian Acolyte seems quite similar to Elena.
Title: Re: Generic NPCs
Post by: Belial666 on November 16, 2010, 10:48:49 PM
Material attacks is just purely physical, mundane items and dangers. ANYTHING that isn't mundanely physical would work. A lit torch would burn just fine (fire). A blessed weapon or one coated in holy oil also would work - and so would a religious symbol (faith). The personal attacks of any creature that would be affected by a threshold (supernatural power). Spellcasting (true magic). An inherited object that is significant to the wielder (emotions). Basically the immunity stops mundane harm only - nothing else.

The Stygian has whatever supernatural help she needs to heal - the wizard's constitution is only there to reflect her longevity.


Elena is quite a bit higher than a Stygian Acolyte and she also has actual Outsider ancestry. The Stygian here is like the antagonist from one of the short stories - a once mortal talent that used Outsider knowledge and did the patchwork immortality thingy. Only, instead of replacing her body parts, she replaced pieces of her soul with spiritual energy from Outside. (which would be BAD).
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 16, 2010, 11:13:59 PM
Ah. Now it makes sense. Thanks for the explanation.
Title: Re: Generic NPCs
Post by: zegion on November 17, 2010, 03:26:32 AM
Awesome post man.  As a man that has been both a military enlisted/officer (im an Artillery officer who has commanded an Infantry Company, a Camp and ive been offered an Artillery Battery in my national guard brigade) and now in law enforcement your concepts are pretty accurate. Your officer and sergeant are a little over powered but in a game your assuming that these are are at the top of their game.  For a more accurate/wet behind the ears officer you could use the Sgt right up but lower guns for a high rapport/presence skill.  

JR. OFFICER: Concepts "wet behind the ears."  "Can't spell Lost without LT."  "What i lack in experience I will make up with enthusiasm."  "Young Stud"

Sgt Concepts: "If i had a sense of humor the army would have issued it to me."  "Sir Listen to me and we will be all right."   "Hates anything with brass (rank for those of you not in the military)."  "Back Bone of the Army,  and my favorite "Officers have Authority, but I have the power"  
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 17, 2010, 10:51:58 PM
I have to admit I'm a bit surprised to hear that my soldier stats are realistic. I was really just guessing. The aspects look good, and if you don't mind I'll add them to the post.

If you have anything else to add, please do.
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 18, 2010, 12:06:56 AM
Waitress (Hydrophobe)

High Concept: Waitress
Other Aspects: This Is Just My Day Job, At The Mercy Of Stupid Customers
Skills:
Fair: Performance, Presence
Average: Endurance, Athletics, Rapport, Discipline, Empathy, Deceit
Stunts:
Artist (Performance): +1 to play rock music, +1 to play drums.
Professional Attitude (Presence): +1 to all social skills when "on the job."
Total Refresh Cost:
0 (Pure Mortal)
Refresh Total:
2

The Performance skill could be replaced with the Scholarship skill to represent a student who waits tables for tuition (or beer) money. The Artist stunt is also eminently replacable.
Title: Re: Generic NPCs
Post by: zegion on November 18, 2010, 12:10:43 AM
be my guest. In general officers "Know a little about a lot" and the Non Commission's Officers (NCO's sgts ect...) "Know a lot about a little" and your pvts and what not are "paid labor."
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 18, 2010, 01:29:10 AM
Posessing Demon (Chest Deep)

High Concept: Body Snatching Demonic Locust Swarm
Other Aspects: Orifice Invasion, Identity Thief, Hive Mind
Skills:
Great: Conviction, Discipline, Deceit
Good: Alertness, Intimidation, Presence
Fair: Athletics, Burglary, Stealth
Average: Endurance, Survival, Lore
Stunts:
Pod Person Gambit (Deceit): +2 to impersonate to be the person that is possessed.
Powers:
Domination (Possession) [-5]
Gaseous Form [-3]
Inhuman Recovery [-2]
The Catch (Holy Stuff) [+1]
Total Refresh Cost:
-10
Refresh Total:
-2
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 18, 2010, 02:13:23 AM
Fisherman (Hydrophobe)

High Concept: Fisherman
Other Aspects: Working Man, The Troubles Of Everyday Life
Skills:
Fair: Survival, Driving
Average: Endurance, Craftsmanship, Athletics, Might, Resources, Alertness
Stunts:
Sailor (Driving): +1 to operate a boat, further +1 to operate a fishing boat.
Fisherman (Survival): +3 to getting food from the sea.
Total Refresh Cost:
0 (Pure Mortal)
Refresh Total:
2
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 18, 2010, 04:38:04 AM
Book Store Owner (On The Beach)

High Concept: Book Store Owner
Other Aspects: Bibliophile, Reluctant Slave To Profit, I've Got Something That You Might Like Here
Skills:
Good: Performance, Resources
Fair: Scholarship, Rapport, Empathy
Average: Presence, Investigation, Lore
Stunts:
Literature Expert (Performance): +1 to Performance knowledge and perception. Further +1 when the art is a book, further +1 when that book is a mystery novel.
I Own A Bookstore (Resources): Owns a library of quality equal to his Resources skill.
I Think You'll Like This One (Empathy): +2 to Empathy assessments and declarations related to someone's taste in books.
Total Refresh Cost:
-1 (Pure Mortal)
Refresh Total:
3
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 18, 2010, 09:56:16 PM
Sorcerer Demon (Snorkeling)

High Concept: Demonic Sorcerer
Other Aspects: Man Of Wealth And Taste, Classic Devil Look, Citizen Of The Place Below
Skills:
Superb: Conviction, Discipline
Great: Lore, Resources, Deceit
Good: Endurance, Presence, Performance
Fair: Intimidation, Empathy, Rapport
Average: Contacts, Scholarship, Alertness
Stunts:
Shield Of Hellfire (Conviction): Use Conviction to defend against attacks.
Powers:
Human Guise [-0]
Evocation [-3]
Thaumaturgy [-3]
Sponsored Magic (Hellfire) [-2]
Refinement [-3]
Inhuman Toughness [-2]
Inhuman Recovery [-2]
The Catch (Holy Stuff) [+2]
Physical Immunity [-8]
Stacked Catch (Only immune to Hellfire) [+6]
Magic:
Evocation (Fire, Water, Spirit): +1 fire control, +2 fire power
Thaumaturgy: +1 diabolism control, +2 diabolism complexity
Foci: Diamond Ring (+2 offensive fire control), Emerald Ring (+1 offensive fire power), Ruby Ring (+1 defensive fire control), Topaz Ring (+1 diabolism complexity)
Enchanted Items: 2 potion slots (strength 4)
Total Refresh Cost:
-16
Refresh Total:
-3
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 18, 2010, 10:53:47 PM
Lawyer Demon (Feet In The Water)

High Concept: Demonic Lawyer
Other Aspects: Representative Of Lucifer, Sign Here On The Dotted Line
Skills:
Great: Deceit
Good: Presence
Fair: Conviction, Intimidation, Empathy, Scholarship
Average: Alertness, Fists, Endurance, Contacts, Rapport
Stunts:
Faustian Pact (Deceit): +2 to Deceit when using it to trick someone into making a deal.
Diabolical Law Degree (Scholarship): +1 to legal knowledge, further +1 demonic legal knowledge.
Powers:
Marked By Power (Satan) [-1]
Glamours [-2]
Incite Lasting Trust At Range [-3]
Inhuman Toughness [-2]
The Catch (Holy Stuff) [+1]
Total Refresh Cost:
-9
Refresh Total:
-3
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 18, 2010, 11:02:41 PM
Imp (Hydrophobe)

High Concept: Demonic Imp
Other Aspects: Limitless Source Of Bad Advice, Infernal Pest
Skills:
Fair: Intimidation, Fists, Deceit
Average: Athletics, Presence, Alertness, Lore
Stunts:
Incredibly Annoying (Intimidation): +2 to all attempts to make someone angry.
Powers:
Wings [-1]
Diminutive Size [-1]
Inhuman Toughness [-2]
The Catch (Holy Stuff) [+1]
Total Refresh Cost:
-4
Refresh Total:
-2
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 19, 2010, 01:38:11 AM
Demon Lord (Deep One)

High Concept: Demon Lord
Other Aspects: Skinwalker, Do Not Summon If You Wish To Live, Enemy Of God, Limitless Cruelty, Legions Of The Damned
Skills:
Epic: Conviction
Fantastic: Discipline, Lore
Superb: Intimidation, Presence, Contacts
Great: Deceit, Empathy, Resources
Good: Rapport, Scholarship, Performance
Fair: Burglary, Craftsmanship, Driving
Average: Endurance, Investigation, Fists, Guns
Stunts:
Fanatic's Attitude (Conviction): Use Conviction to defend against social attacks.
It Is Entirely Reasonable To Be Afraid Of Me (Intimidation): +2 to Intimidation against anyone who knows what the Demon Lord is capable of.
Demon Lord (Contacts): May use Contacts to acquire minions.
Legions Of The Damned (Contacts): May use Contacts to declare the presence of lesser demons.
Powers:
Marked By Power (Satan, or perhaps himself) [-1]
True Shapeshifting [-4]
Modular Abilities [-12] (Capable of changing the catch for toughness powers, so all catches are worth 0)
The Sight [-1]
Gaze Of The Damned [-0] (Reflavoured Soulgaze)
Evocation [-3]
Thaumaturgy [-3]
Sponsored Magic (Hellfire) [-2]
Refinement [-7]
Physical Immunity [-8]
The Catch (Holy Stuff) [+2]
Guide My Hand [-1]
Unrighteousness [-2] (The counterpart to Righteousness)
Unholy Touch [-1] (The counterpart to Holy Touch)
Sponsored Faith [-1] (May take sponsor debt instead of spending fate points to fuel True Faith powers)
Magic:
Evocation (Fire, Water, Spirit): +1 spirit control, +2 fire power, +3 fire control
Thaumaturgy: +1 necromancy complexity, +2 diabolism control, +3 diabolism complexity
Foci: Triangle Chain (+2 offensive power to hellfire), Square Chain (+2 offensive control to hellfire), Pentagon Chain (+2 complexity to diabolism)
Enchanted Items: 4 potion slots (strength 6)
Total Refresh Cost:
-48
Refresh Total:
-10
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 19, 2010, 01:54:47 AM
There. That's it for demons. Those who are playing close attention might have noticed that each one of them has a different Conviction score. This is because the difficulty to summon a demon is based upon the demon's Conviction. These demons are intended first and foremost as minions for summoners, so the Conviction score is supposed to correspond roughly to the power level of the demon.

The Demon Lord gave me a great deal of trouble. I wanted it to be capable in every major area of the game, so I decided to make it a shapeshifter with spellcasting abilities. It ended up quite similar to the Skinwalker from the books, so I gave it an aspect to reflect that. Feel free to ignore or play up that aspect as much as you like. It also uses a homebrew power, called Sponsored Faith. Sponsored Faith allows the Demon Lord to take sponsor debt instead of paying a fate point for the effects of Guide My Hand, Unrighteousness, and Unholy Touch. I would have preferred to create the Demon Lord without any homebrew powers, but the True Faith powers seemed too perfect a fit and I wanted them to be useful to the Demon Lord with his negative refresh.

Alright, that's enough of that. If you have any comments, criticisms, or complaints about the stats of these demons, now's the time.
Title: Re: Generic NPCs
Post by: devonapple on November 19, 2010, 02:00:48 AM
All of these are wonderful. I suppose it can be done by individual GMs, but I wonder if going forward we were to include an absolute Refresh cost alongside the Refresh cost appropriate to its particular power level (like -9 [Deep One]/-44 [Total] in the case of the Demon Lord).
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 19, 2010, 03:10:57 AM
Sure, no problem. I'll add that to the ones I've already made, too.

By the way, the Demon Lord has a total refresh cost of -10 for the Deep One power level and -48 total. Seems we both got it wrong.

Incidentally, I frequently go back and edit out mistakes from old posts. And I don't always announce it. So if something isn't the way you remember, that's probably why.
Title: Re: Generic NPCs
Post by: devonapple on November 19, 2010, 03:16:10 AM
Seems we both got it wrong.

Oops! I missed the Stunts. Sorry about that.
Title: Re: Generic NPCs
Post by: Belial666 on November 19, 2010, 07:19:45 AM
Why does the Demon Lord have a separate Physical Immunity? It already has enough points to get physical immunity from modular abilities.


BTW the difficulty to summon a Demon is their (Conviction+4)x3 if you do it in one spell, or three spells of their conviction+4. One to make the summoning circle, one to summon and one to bind. So 33 shifts of Power are enough to summon a Demon Lord, if you want to be sure it is not going to go on a rampage and it is going to be (marginally) under your control. And a Merlin-level summoner could, maybe, pull this off in a couple of exchanges.
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 19, 2010, 08:54:12 PM
The Demon Lord has a separate physical immunity for three reasons. The first is that some GMs may object to the cheesiness of taking Physical Immunity with Modular Abilities. The second is that in order to gain any benefit from a catch that applies to powers gained through Modular Abilities, the catch has to be consistent. So any other toughness powers that he uses would have the catch of holy stuff otherwise. Thirdly, the Physical Immunity to all non-holy damage is a big part of the Demon Lord's schtick, and I think it deserves to be more than just another option for Modular Abilities.

Of course, you can make whatever changes you like to him if you end up using him in your game.
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 19, 2010, 09:14:57 PM
Beat Cop (On The Beach)

High Concept: Beat Cop
Other Aspects: Thin Blue Line, Respect My Authority
Skills:
Good: Investigation
Fair: Athletics, Guns, Fists, Alertness
Average: Endurance, Contacts, Driving, Intimidation
Stunts:
Police Ties: +2 to contact other cops.
Walking The Beat: +2 to any roll made to notice or investigate something wrong on his beat.
Armed Arts: May use Fists to wield knife and nightstick.
Total Refresh Cost:
-1 (Pure Mortal)
Refresh Total:
3
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 20, 2010, 01:15:33 AM
Ralexs asked me in a personal message to post my take on the Fellowship Of St. Giles. We don't have much info on the Fellowship, so this will be mostly improvised. I plan to create four characters: an ordinary member, an operative, a soldier, and a coordinator. This won't cover the entire Fellowship, but it should be enough for any game that doesn't focus on their struggle. First, the ordinary member:

Fellow Of St. Giles (Feet In The Water)

High Concept: Member Of The Fellowship Of St. Giles
Other Aspects: The Red Court Must Be Destroyed, Pretty Ordinary Despite The Whole Vampire Infection Thing
Skills:
Good: Fists, Discipline
Fair: Deceit, Lore, Alertness
Average: Endurance, Conviction, Presence, Burglary, Athletics, Might, Stealth, Intimidation
Powers:
Blood Drinker [-1]
Addictive Saliva [-1]
Tattoos of St. Giles [-2]
Feeding Dependency (Blood) [+1] affecting:
Inhuman Strength [-2]
Total Refresh Cost:
-5
Refresh Total:
1
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 20, 2010, 05:19:51 AM
Supervisor (Chest Deep)

High Concept: Corporate Manager
Other Aspects: One Step Down From The Boss, Money Is Power And I Am Rich, I Never See The Little People, Don't Bother Me With The Details
Skills:
Great: Presence, Resources, Contacts
Good: Rapport, Deceit, Scholarship
Fair: Intimidation, Discipline, Empathy
Average: Endurance, Alertness, Investigation
Stunts:
High-Level Leadership (Presence): Leading a group is at +1 and 1 time increment faster.
My Wallet Has A Lot To Say (Resources): +2 to Resources for the Money Talks trapping.
Corporate Shark (Presence): +1 to all social skills when his status as a businessman is relevant.
The Boss (Contacts): May use Contacts to hire people.
Excellent Negotiator (Rapport): +2 to Rapport when there's money at stake.
Networking (Contacts): +2 to Contacts within the business world.
Total Refresh Cost:
-4 (Pure Mortal)
Refresh Total:
4
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 20, 2010, 04:12:16 PM
Operative Of St. Giles (Up To Your Waist)

High Concept: Operative Of The Fellowship Of St. Giles
Other Aspects: The Red Court Must Be Destroyed, Keeping The Vampire Under Control, Discretion Is The Better Part Of Valour
Skills:
Good: Stealth, Discipline, Alertness, Deceit
Fair: Athletics, Burglary, Intimidation, Lore
Average: Endurance, Presence, Conviction, Weapons, Investigation
Powers:
Blood Drinker [-1]
Addictive Saliva [-1]
Tattoos of St. Giles [-2]
Feeding Dependency (Blood) [+1] affecting:
Inhuman Speed [-2]
Cloak Of Shadows [-1]
Total Refresh Cost:
-6
Refresh Total:
1
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 21, 2010, 12:57:43 AM
Soldier Of St. Giles (Chest Deep)

High Concept: Soldier Of The Fellowship Of St. Giles
Other Aspects: The Red Court Must Be Destroyed, Superpowered Evil Side, Kill 'Em All
Skills:
Great: Guns, Athletics
Good: Endurance, Alertness, Discipline
Fair: Fists, Deceit, Stealth, Intimidation
Average: Lore, Presence, Conviction, Might, Survival
Stunts:
Sworn Enemy Of The Red Court (Guns): All attacks inflict 2 extra stress to Red Court Vampires.
Powers:
Blood Drinker [-1]
Addictive Saliva [-1]
Tattoos of St. Giles [-2]
Feeding Dependency (Blood) [+1] affecting:
Inhuman Speed [-2]
Inhuman Toughness [-2]
The Catch (Holy Stuff) [+1]
Total Refresh Cost:
-7
Refresh Total:
1
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 21, 2010, 01:24:24 AM
Coordinator Of The Fellowship of St. Giles (Submerged)

High Concept: Group Leader Of The Fellowship Of St. Giles
Other Aspects: The Red Court Must Be Destroyed, Badass Abnormal, Expert Strategist, Better Death Than Capture, The Guy With The Goods
Skills:
Superb: Contacts
Great: Discipline
Good: Presence, Intimidation, Deceit, Resources
Fair: Conviction, Lore, Rapport, Empathy
Average: Endurance, Stealth, Guns, Athletics, Alertness, Fists
Stunts:
Arsenal (Resources): +2 to Resources for weapons.
Leader Of The Fellowship (Contacts): +2 to Contacts when dealing with other member of the Fellowship Of St. Giles.
The Boss (Contacts): May use Contacts to hire people.
Minions (Contacts): May use contacts to declare the presence of other members of the Fellowship Of St. Giles.
Powers:
Blood Drinker [-1]
Addictive Saliva [-1]
Tattoos of St. Giles [-2]
Feeding Dependency (Blood) [+1] affecting:
Inhuman Recovery [-2]
Inhuman Toughness [-2]
The Catch (Holy Stuff) [+2]
Total Refresh Cost:
-9
Refresh Total:
1
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 21, 2010, 04:29:50 AM
I'll be making some Fomors (from Aftermath) for mostlyawake soon, but right now I'd like to take care of a few personal projects. I've wanted to make a holy warrior, a ninja, and a zero-refresh mortal for a while, and I'm going to do it now. It won't take long, I promise.

Holy Warrior (Feet In The Water)

High Concept: Holy Warrior
Other Aspects: Bare-Fisted Monk, Fanatical Destroyer Of Evil
Skills:
Great: Fists, Conviction
Good: Endurance, Might
Fair: Athletics, Alertness
Average: Presence, Empathy
Stunts:
Destroyer Of Abominations (Fists): All attacks with Fists inflict 2 additional stress to creatures that are an offense to your faith.
Righteous (Conviction): Increase Conviction by 2 when using it to complement other skills with the Righteousness power.
Powers:
Righteousness [-2]
Holy Touch [-1]
Total Refresh Cost:
-5
Refresh Total:
1
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 21, 2010, 04:37:47 AM
Generic Ninja (Feet In The Water)

High Concept: Ninja
Other Aspects: Martial Artist, Pop Culture Is Right, Assassin
Skills:
Great: Fists, Athletics
Good: Stealth, Alertness
Fair: Burglary, Discipline
Average: Endurance, Deceit
Stunts:
Armed Arts (Fists): Wield katana and shuriken with Fists.
Powers:
Cloak Of Shadows [-1]
Spider Climb [-1]
Inhuman Speed [-2]
Total Refresh Cost:
-5
Refresh Total:
1
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 21, 2010, 04:54:48 AM
Slaver (Hydrophobe)

High Concept: Slave Trader
Other Aspects: Irredeemable Sadist, The Banality Of Evil, Smuggler
Skills:
Good: Resources
Fair: Intimidation, Contacts
Average: Presence, Weapons, Deceit
Stunts:
Prepping The Merchandise (Intimidation): +2 to Intimidation when using it on slaves.
Torturer (Intimidation): May use Intimidation to inflict mental stress if given the chance to inflict pain.
Slave Owner (Resources): +2 to Resources when dealing with slaves.
Slaver's Network (Contacts): +2 to Contacts when dealing with slaves, slave traders, or slave owners.
Total Refresh Cost:
-2 (Pure Mortal)
Refresh Total:
0
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 21, 2010, 06:17:20 PM
Got the first Fomor here. This is mostly speculation, but since we haven't seen much of the Fomors yet you aren't likely to get anything better. On an unrelated note, I got some new requests from cgodfrey that I'll be working on soon. The first is for ghost pirates, which will be posted here and here only. The others are for a nereid, a siren, and a sphinx. Those will be posted on the mythical creatures thread as well as this one.

Basic Fomor (On The Beach)

High Concept: Fomor Minion
Other Aspects: Fishman, My Life For The Master, May Once Have Been Human
Skills:
Good: Weapons, Athletics
Fair: Alertness, Might, Endurance
Average: Survival, Stealth, Fists
Powers:
Inhuman Strength [-2]
Inhuman Speed [-2]
Aquatic [-1]
Echoes Of The Beast [-1] Gives sonar, +1 to Alertness underwater, and the ability to talk to fish.
Total Refresh Cost:
-6
Refresh Total:
-2
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 21, 2010, 06:31:39 PM
Big Fomor (Up To Your Waist)

High Concept: Big Fomor
Other Aspects: Fishman, My Life For The Master, Professional To A Fault, May Once Have Been Human
Skills:
Great: Fists, Endurance
Good: Athletics, Might
Fair: Guns, Alertness, Discipline
Average: Survival, Intimidation, Presence, Lore, Investigation
Stunts:
Sea Urchin Launcher Wielder (Guns): +1 to Guns when attacking with Fomor weapons.
Powers:
Aquatic [-1]
Echoes Of The Beast [-1] Gives sonar, +1 to Alertness underwater, and the ability to talk to fish.
Hulking Size [-2]
Inhuman Strength [-2]
Inhuman Toughness [-2]
The Catch (unknown) [+0]
Total Refresh Cost:
-9
Refresh Total:
-2
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 21, 2010, 06:44:23 PM
Fomor Sorcerer (Chest Deep)

High Concept: Fomor Sorcerer
Other Aspects: Fishman, Bad Boss, May Once Have Been Human, Total Asshole, Terrible Voice Issues Terrible Threats
Skills:
Great: Lore, Discipline, Intimidation
Good: Conviction, Contacts, Presence
Fair: Resources, Fists, Alertness
Average: Survival, Might, Athletics
Stunts:
Fomor Resources (Resources): May take a point of sponsor debt for +4 to a Resources roll that directly benefits Fomorkind.
The Boss (Contacts): May use Contacts to hire people.
Minions (Contacts): May use Contacts to declare the presence of lesser Fomors.
Powers:
Aquatic [-1]
Echoes Of The Beast [-1] Gives sonar, +1 to Alertness underwater, and the ability to talk to fish.
Fomor Magic [-0] Spellcasting requires nearby water rather than being prevented by it.
Evocation [-3]
Thaumaturgy [-3]
Refinement [-1]
Inhuman Strength [-2]
Magic:
Evocation (Earth, Spirit, Water): +1 water power
Thaumaturgy: +1 psychomancy control, +2 Fomor magic complexity
Foci: Evocation Ring (+1 offensive water control and power), Thaumaturgy Ring (+1 psychomancy and Fomor magic complexity)
Total Refresh Cost:
-14
Refresh Total:
-6
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 21, 2010, 06:50:24 PM
Alright, so there you have the Fomors. There's some disagreement about their powers. It might be more suitable to give them Supernatural Sense (sonar) or a custom power instead of Echoes Of The Beast. And the stats of the Big Fomor are very uncertain. Maybe he should have Inhuman Speed and Supernatural Tougness. Maybe he shouldn't have Hulking Size. Maybe the one in Aftermath was unique, and the Big Fomor isn't a generic NPC at all. Whatever. Maybe future books will reveal the answers, maybe they won't. For now, we improvise.
Title: Re: Generic NPCs
Post by: Tbora on November 21, 2010, 07:03:50 PM
Can you post what a couple levels of Fomor nobility look like?
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 21, 2010, 07:28:39 PM
It'll be pure guesswork, but I expect you're okay with that. I'll get to it after cgodfrey's requests.
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 23, 2010, 09:48:11 PM
Well, here's the Siren. It uses a couple of homebrew add-ons to the Incite Emotion power. I'll add them to the custom power list soon.

Siren (Feet In The Water)

High Concept: Siren
Other Aspects: Siren's Song, Maneater, Shrouded In Mystery
Skills:
Great: Performance
Good: Fists, Athletics
Fair: Alertness, Survival
Average: Stealth, Investigation, Endurance, Might, Conviction, Lore
Stunts:
Siren's Song (Performance): Use Performance for Incite Emotion power.
Powers:
Claws [-1]
Wings [-1]
Aquatic [-1]
Incite Emotion (Beguilement) [-1]
At Range [-1]
Long Range [-1] (incite emotion from up to three zones away)
Lasting Emotion [-1]
Ambient Emotion [-1] (may take -2 to Incite Emotion attempt to hit entire zone)
Total Refresh Cost:
-9
Refresh Total:
-3
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 26, 2010, 08:08:16 PM
Pirate Ghost (Feet In The Water)

High Concept: Ghost Pirate
Other Aspects: Yo Ho Ho, Cutlass And Flintlock, Wolves Of The Sea
Skills:
Good: Guns, Weapons
Fair: Intimidation, Driving, Burglary, Athletics
Average: Alertness, Fists, Conviction, Endurance, Performance, Might
Stunts:
Sailor (Driving): +1 to Driving for boats, +2 for old-fashioned sailing ships.
Powers:
Spirit Form [-3]
Physical Immunity [-8]
The Catch (Anyone the ghost has acknowledged, ghost dust, etc) [+2]
Swift Transition (No Mortal Home) [-1]
Total Refresh Cost:
-11
Refresh Total:
-5
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 28, 2010, 02:39:27 AM
Nereid (On The Beach)

High Concept: Sea Nymph
Other Aspects: Daughter Of Nereus, Handmaid Of Poseidon, Friend To Sailors
Skills:
Good: Rapport, Empathy
Fair: Survival, Performance, Presence
Average: Lore, Conviction, Craftsmanship
Powers:
Marked By Power (Poseidon) [-1]
Aquatic [-1]
True Shapeshifting [-4]
Total Refresh Cost:
-6
Refresh Total:
-2
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 01, 2010, 05:10:28 AM
Sphinx (Chest Deep)

High Concept: Sphinx
Other Aspects: Guardian Beast, Master Of Riddles, Sphinx Means "To Strangle"
Skills:
Superb: Might, Fists
Great: Scholarship, Endurance
Good: Presence, Athletics
Fair: Alertness, Intimidation
Average: Conviction, Empathy
Stunts:
Master Of Riddles (Scholarship): May use Scholarship for social attacks.
Grappler (Might): +1 to grapple.
Strangler (Might): No penalty for supplemental actions taken to inflict damage in a grapple.
Powers:
Claws [-1]
Supernatural Strength [-4]
Inhuman Speed [-2]
Supernatural Toughness [-4]
Inhuman Recovery [-2]
The Catch (Only tough against people who were unable to answer a fair riddle) [+4]
Wings (Or maybe not. Accounts differ.) [-1?]
Total Refresh Cost:
-12 or -13
Refresh Total:
-4 or -5
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 02, 2010, 01:35:26 AM
Ghost Pirate Captain (Snorkelling)

High Concept: Ghost Pirate Captain
Other Aspects: King Of His Ship, Stylish Monster, Wishes He Had Treasure
Skills:
Superb: Weapons, Presence
Great: Contacts, Driving, Guns
Good: Endurance, Intimidation, Performance
Fair: Deceit, Athletics, Alertness
Average: Rapport, Empathy, Conviction
Stunts:
Sailor (Driving): +1 to Driving for boats, further +1 for old-fashioned sailing ships.
Leadership (Presence): Leading a group is at +1 and one time increment faster.
The Captain (Contacts): May use Contacts to hire people.
My Loyal Crew (Contacts): Use Contacts to declare presence of ghost pirates.
Powers:
Domination (Possession) [-5]
Spirit Form [-3]
Demense [-1]
Swift Transition (No Mortal Home) [-1]
Physical Immunity [-8]
The Catch (anyone the ghost has acknowledged, ghost dust, etc) [+2]
Total Refresh Cost:
-20
Refresh Total:
-7
Title: Mystical Martial Artist
Post by: devonapple on December 02, 2010, 11:11:25 PM
Mystical Martial Artist (Up to the Waist)

High Concept: Mystical Martial Artist
Other Aspects: Honor Above All, Watch and Learn Grasshopper, Eye of the Storm

Skills:
Great: Fists, Athletics
Good: Stealth, Endurance
Fair: Alertness, Discipline, Conviction
Average: Empathy, Intimidation, Lore, Might, Presence

Stunts:
Redirected Force
Armed Arts

Powers:
Modular Abilities:2 [-4] - used to purchase toughness, speed and other powers as needed
Common Powers:

Total Refresh Cost:
-6
Refresh Total:
1
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 04, 2010, 03:54:41 AM
Oh, good. Somebody else has something to add. I should just say thanks, but being the kind of guy that I am I can't help nitpicking. There are three things that I find odd about the Mystical Martial Artist:

1. He's got "Fly [-2]" listed as a possible power. I assume that you mean Wings, but that's a [-1] power.
2. His Refresh Total is -6 where it should probably be 1.
3. He only has Good Fists. This isn't exactly a mistake, but it's odd.

Incidentally, I like the use of Modular Abilities to model magical martial arts. I've thought about how to stat magical martial arts before, and now that I see this I realize that it's much better than what I had in mind.

Anyway, here's my plan for Fomor nobility: three ranks, with increasing magical power and decreasing humanity. The lowest rank, the Greater Fomor Sorcerer, would be like the ordinary Fomor Sorcerer but with a power level of Snorkelling. The middle rank, the Fomor Lord, would be a fully aquatic creature with both physical and magical power. He would be at the In A Submarine power level, and I'm still trying to think of a good gimmick for him. The highest rank would be called the Leviathan, and would be an enormous fish with great magical powers. Like the Demon Lord, he'd be a huge threat physically, magically, and socially. But since he won't be able to breath air, your characters probably won't have to worry about him.

Thoughts?
Title: Re: Generic NPCs
Post by: Tbora on December 04, 2010, 04:42:16 AM
In Even Hand, it mentioned the Fomors have a king, whom presumably is the top dog of the court, you may want to stat him up as the final level of the Fomor nobility instead of the Leviathan.
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 04, 2010, 05:24:16 AM
Well, I haven't read Even Hand. What do they say about the Fomor King in it?
Title: Re: Generic NPCs
Post by: Tbora on December 04, 2010, 06:49:00 PM
Well, I haven't read Even Hand. What do they say about the Fomor King in it?

Not much, they just mention his name which is King Corb, but I imagine he is to the fomor as the Red King is to the Rampires, which is basically to make him a whole lot tougher, and way more deadly magically.
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 04, 2010, 11:08:59 PM
Well, since it's your request that I'm trying to fulfill here I'll make him as you suggest. Expect stats for a non-Fomor Leviathan (with a lower power level and no spellcasting) later, since I don't want the idea to go to waste.

Greater Fomor Sorcerer (Snorkelling)

High Concept: Fomor Sorcerer
Other Aspects: Fishman, May Once Have Been Human, Behind The Scenes
Skills:
Superb: Conviction, Lore
Great: Contacts, Discipline, Intimidation
Good: Endurance, Presence, Resources
Fair: Athletics, Alertness, Weapons
Average: Fists, Survival, Might
Stunts:
Fomor Resources (Resources): May take a point of sponsor debt for +4 to a Resources roll that directly benefits Fomorkind.
The Boss (Contacts): May use Contacts to hire people.
Minions (Contacts): May use Contacts to declare the presence of lesser Fomors.
Powers:
Aquatic [-1]
Echoes Of The Beast [-1] Gives sonar, +1 to Alertness underwater, and the ability to talk to fish.
Fomor Magic [-0] Spellcasting requires nearby water rather than being prevented by it.
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Refinement [-4]
Inhuman Strength [-2]
Inhuman Speed [-2]
Inhuman Toughness [-2]
The Catch (unknown) [+0]
Magic:
Evocation (Earth, Spirit, Water): +1 water power, +2 water control
Thaumaturgy: +1 Fomor magic control, +2 Fomor magic complexity
Foci: Coral Staff (+1 offensive and defensive water control and power), Banner of Seaweed (+3 Fomor magic complexity)
Enchanted Items: 2 potion slots (strength 5)
Total Refresh Cost:
-22
Refresh Total:
-9
Title: Re: Generic NPCs
Post by: devonapple on December 05, 2010, 08:54:15 AM
1. He's got "Fly [-2]" listed as a possible power. I assume that you mean Wings, but that's a [-1] power.
2. His Refresh Total is -6 where it should probably be 1.
3. He only has Good Fists. This isn't exactly a mistake, but it's odd.
Incidentally, I like the use of Modular Abilities to model magical martial arts. I've thought about how to stat magical martial arts before, and now that I see this I realize that it's much better than what I had in mind.

Good suggestions. I switched his skills around and fixed the Wings power. I'm glad the Modular Abilities option makes sense.
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 05, 2010, 08:12:28 PM
I hate to nag like this, but you seem to have added a couple of typos in making those changes. He's got two options that give Inhuman Toughness now, and there's an extra comma after Endurance in the skill list.

I'd like to take a moment to point out that I've never been diagnosed professionally with OCD or any similar disorder.
Title: Re: Generic NPCs
Post by: devonapple on December 06, 2010, 05:24:40 AM
I hate to nag like this, but you seem to have added a couple of typos in making those changes. He's got two options that give Inhuman Toughness now, and there's an extra comma after Endurance in the skill list.

I'd like to take a moment to point out that I've never been diagnosed professionally with OCD or any similar disorder.

I must admit the iPhone isn't the optimal platform for editing these posts!
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 07, 2010, 01:28:58 AM
Fomor Lord (In A Submarine)

High Concept: Fomor Lord
Other Aspects: More Fish Than Man, May Once Have Been Human, Never Leaves The Ocean Deeps
Skills:
Fantastic: Lore, Discipline
Superb: Presence, Conviction
Great: Resources, Intimidation
Good: Endurance, Might, Athletics
Fair: Alertness, Weapons, Survival
Average: Deceit, Empathy, Fists
Stunts:
Fomor Resources (Resources): May take a point of sponsor debt for +4 to a Resources roll that directly benefits Fomorkind.
The Boss (Contacts): May use Contacts to hire people.
Minions (Contacts): May use Contacts to declare the presence of lesser Fomors.
Fomor Contacts (Lore): May use Lore instead of Contacts to deal with other Fomors.
Powers:
Aquatic [-1]
Not Amphibious [+1]
Echoes Of The Beast [-1] Gives sonar, +1 to Alertness underwater, and the ability to talk to fish.
Fomor Magic [-0] Spellcasting requires nearby water rather than being prevented by it.
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Refinement [-7]
Supernatural Strength [-4]
Inhuman Speed [-2]
Inhuman Toughness [-2]
Inhuman Recovery [-2]
The Catch (unknown) [+0]
Magic:
Evocation (Earth, Spirit, Water): +1 spirit control, +2 spirit power, +3 water control, +4 water power
Thaumaturgy: +1 crafting frequency, +2 Fomor magic control, +3 Fomor magic complexity
Foci: Throne Of Pearls (+2 Fomor magic complexity)
Enchanted Items: 4 potion slots (strength 6, 2 uses/session)
Total Refresh Cost:
-29
Refresh Total:
-8
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 07, 2010, 03:44:10 AM
King Corb (Deep One)

High Concept: King Of The Fomors
Other Aspects: More Fish Than Man, May Once Have Been Human, Never Leaves His Throne Room, King Of All That Lies Beneath The Waves, The Throne Of Leviathan
Skills:
Epic: Lore, Resources
Fantastic: Conviction, Discipline
Superb: Presence, Intimidation
Great: Might, Athletics
Good: Endurance, Empathy, Deceit
Fair: Alertness, Fists, Survival, Weapons
Average: Scholarship, Investigation, Stealth
Stunts:
Fomor Resources (Resources): +2 to Resources as long as he is able to draw upon the wealth of Fomorkind in general.
The Boss (Contacts): May use Contacts to hire people.
Minions (Contacts): May use Contacts to declare the presence of lesser Fomors.
Fomor King (Lore): May use Lore instead of Contacts to deal with other Fomors.
Powers:
Aquatic [-1]
Not Amphibious [+1]
Echoes Of The Beast [-1] Gives sonar, +1 to Alertness underwater, and the ability to talk to fish.
Fomor Magic [-0] Spellcasting requires nearby water rather than being prevented by it.
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Refinement [-16]
Mythic Strength [-6]
Supernatural Speed [-4]
Supernatural Toughness [-4]
Inhuman Recovery [-2]
The Catch (unknown) [+0]
Item Of Power (Throne Of Leviathan) [+2] granting:
Supernatural Sense [-3] (may project senses an essentially unlimited distance through water)
Demense [-1] (throne room at the bottom of the ocean)
Magic:
Evocation (Earth, Spirit, Water): +1 spirit control, +2 spirit power, +3 water control, +4 water power
Thaumaturgy: +1 crafting power, +2 crafting frequency, +3 Fomor magic control, +4 Fomor magic complexity
Foci: Orb Of The Seas (+2 offensive and defensive water power), Staff Of The Seas (+3 offensive and defensive water control), Crown Of Coral (+4 Fomor magic complexity)
Enchanted Items: 8 potion slots (strength 8, 3 uses/session)
Total Refresh Cost:
-47
Refresh Total:
-9
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 07, 2010, 10:26:16 PM
Now that I'm done with the Fomors, I'm going to be completing a few more requests from cgodfrey, who is rapidly becoming my main source of inspiration. The current line-up is: Aztec Shaman, Kelpie (two versions), Rakshasa, Leviathan.

Concerning King Corb: the Throne Of Leviathan is not supported by anything from the books. I thought that King Corb was boring and decided that he needed an IoP, so I threw it in. Remember: there's no evidence that he doesn't have something like that.
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 08, 2010, 01:41:44 AM
Aztec Shaman (Chest Deep)

High Concept: Aztec Shaman
Other Aspects: Blood Mage, Shapeshifter, Obsidian-Spiked War Club
Skills (Human Form):
Superb: Lore
Great: Weapons
Good: Endurance, Conviction, Discipline
Fair: Alertness, Athletics, Resources, Presence
Average: Survival, Contacts, Intimidation, Might
Skills (Panther Form):
Superb: Fists, Stealth
Great: Alertness, Athletics
Good: Endurance, Might
Fair: Survival, Investigation
Average: Conviction, Intimidation
Skills (Eagle Form):
Superb: Athletics, Alertness
Great: Investigation, Survival
Good: Fists, Endurance
Fair: Stealth, Lore
Average: Presence, Intimidation
Stunts:
Master Of Ceremonies (Lore): Use Lore instead of Performance to perform ceremonies related to Aztec religion.
Powers:
Thaumaturgy [-3]
Refinement [-2]
Lawbreaker (First) [-2]
Blood Drinker [-1]
Echoes Of The Beast [-1]
Beast Change (eagle) [-1]
Beast Change (panther) [-1]
Human Form [+1] affecting:
Inhuman Speed [-2]
Claws [-1]
Human/Panther Form [+0] affecting:
Wings [-1]
Human/Eagle Form [+0] affecting:
Inhuman Strength [-2]
Magic:
Thaumaturgy: +1 biomancy control, +2 blood magic complexity
Foci: Catoptromancy Mirrors (+1 divination complexity), Ritual Knife (+1 blood magic complexity)
Enchanted Items: Macuahuitl (Weapon 3 normally, Weapon 5 once/session), 1 potion slot (strength 5)
Total Refresh Cost:
-17
Refresh Total:
-9
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 08, 2010, 03:44:50 AM
Kelpie (On The Beach)

High Concept: Seaweed Faerie
Other Aspects: Part Of The Environment, Vaguely Humanoid
Skills:
Good: Might, Fists
Fair: Endurance, Athletics, Alertness
Average: Lore, Survival, Stealth
Stunts:
Made Of Seaweed (Stealth): +2 to hide underwater.
Powers:
Aquatic [-1]
Long Reach [-1] (May make melee attacks and grapples from a zone away)
Inhuman Recovery [-2]
The Catch (cold iron) [+1]
Total Refresh Cost:
-4
Refresh Total:
0
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 08, 2010, 10:48:40 PM
Kelpie (Feet In The Water)

High Concept: Aquatic Faerie Horse-Monster
Other Aspects: Controlled By The Bridle, The Rider Gets Eaten, Hide Like Glue
Skills:
Great: Might, Deceit
Good: Athletics, Endurance
Fair: Fists, Alertness
Average: Survival, Presence
Stunts:
Illusion Of Grandeur (Deceit): May use Deceit instead of Rapport to make a first impression.
Powers:
Aquatic [-1]
Echoes Of The Beast (horse) [-1]
Glamours [-2]
Incite Emotion (desire to ride the kelpie) [-1]
At Range [-1]
Lasting Emotion [-1]
Inhuman Strength [-2]
Inhuman Speed [-2]
Inhuman Toughness [-2]
The Catch (cold iron) [+1]
Total Refresh Cost:
-12
Refresh Total:
-6
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 10, 2010, 01:02:59 AM
Turns out that the mythological Rakshasa and the Dungeons and Dragons one are totally different. So I'm statting them up seperately.

D&D-Style Rakshasa (Chest Deep)

High Concept: Rakshasa
Other Aspects: Hands On Backward, Physical Combat Is Ignoble
Skills:
Great: Deceit, Discipline, Lore
Good: Alertness, Conviction, Fists
Fair: Endurance, Performance, Athletics
Average: Investigation, Performance, Empathy
Stunts:
Spell Resistance (Endurance): Armour 1 against magic, stacks with Supernatural Toughness.
Master Of Disguise (Deceit): +2 to to Deceit when using it for disguises and impersonation.
Powers:
Claws [-1]
Supernatural Senses (darkvision, mind reading) [-2]
Evocation [-3]
Thaumaturgy [-3]
Refinement [-1]
Supernatural Toughness [-4]
The Catch (blessed crossbow bolts) [+2]
Magic:
Evocation (Fire, Earth, Spirit): +1 spirit control, +2 spirit power
Thaumaturgy: +1 illusion complexity
Foci: Staff (+1 offensive and defensive spirit power and control)
Total Refresh Cost:
-15
Refresh Total:
-7
Title: Re: Generic NPCs
Post by: Belial666 on December 10, 2010, 05:28:29 PM
Shadowspawn (Submerged)

High Concept: Spirit From the Void
Other Aspects: Outsider Scout, Elrditch Horror, Alien Mind
Skills:
Superb: Intimidate, Stealth
Great: Conviction, Discipline
Good: Endurance, Athletics
Fair: Alertness, Lore
Average: Survival, Burglary
Stunts:
Swift and Silent (Athletics): may move +2 zones without penalties as a supplemental action.
Powers:
Alien Mind [-1]  shadowspawn cannot sense emotions and visual illusions - since this is a beneficial "sense" it is priced as a level 1 supernatural sense.
Spirit Form [-3]
Cloak of Shadows [-1]
Touch of Madness [-3]  (like Incite Fear with Potent and Lasting upgrades - causes madness instead)
Spiritual Evisceration [-1]  (extra effect for touch of madness - in mindless creatures, attacks drain energy from the animating spirit instead of causing madness)
Tactile Telekinesis [-1]  shadowspawn can perform physical maneuvers and blocks at conviction+2
Supernatural Toughness [-4]
Living Nightmare [-1] (like living dead - catch is faith powers and banishment)
The Catch (Gold and Powers of Faith) [+3]
Total Refresh Cost:
-13
Refresh Total:
-3


Lesser Shoggoth (Submerged)

High Concept: Formless Horror
Other Aspects: Outsider Worker, Agressively Omnivorous
Skills:
Superb: Fists, Endurance
Great: Intimidate, Might
Good: Craftmanship, Conviction
Fair: Alertness, Lore, Athletics
Average: Survival, Stealth, Discipline
Stunts:
Disintegration Finesse (Craftmanship): +3 to craftmanship rolls when using Disintegrating Touch to shape inorganic material.
Powers:
Amorphous Form [-2] a shoggoth can reshape itself to fit through even tiny holes or crawl over most surfaces. It takes 2 less stress from extra shifts.
Disintegrating Touch [-2] a shoggoth's fist attacks and grapples are weapon 2 and ignore up to 2 points of armor. For the purposes of catches, extra damage is acid.
Inhuman Strength [-2]
Flesh-eater [-1]  this works exactly like blood-drinker only it applies to eating living matter
Mythic Toughness [-6]
Living Nightmare [-1] (like living dead - catch is faith powers and banishment)
The Catch (Electricity) [+3]
Unstoppable [-1]  a shoggoth's form can absorb most attacks. Against physical and mental attacks and maneuvers, a shoggoth uses endurance as its defense skill
Total Refresh Cost:
-13
Refresh Total:
-3
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 10, 2010, 09:52:28 PM
Looks good, Belial. Thanks for explaining the powers so completely.

Incidentally, I forgot the Aspects for the D&D-Style Rakshasa. I'm correcting that now.
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 12, 2010, 12:39:10 AM
The mythological descriptions of Rakshasa are too varied for a single stat block. Some accounts say that they are capable of shapeshifting and possession, but I've chosen to ignore them for the purposes of this character. I may decide to make a third Rakshasa someday, though.

Mythological Rakshasa (Chest Deep)

High Concept: Rakshasa
Other Aspects: Cannibal, Any Form Imaginable, either Reincarnation Of A Wicked Spirit OR Spawn Of God's Left Foot
Skills:
Great: Discipline, Fists, Lore
Good: Endurance, Conviction, Athletics
Fair: Alertness, Might, Deceit
Average: Stealth, Survival, Intimidation
Powers:
Venomous Claws [-3]
Inhuman Toughness [-2]
The Catch (Holy stuff, sunlight) [+1]
Blood Drinker [-1]
Feeding Dependency (spoiled food and human flesh) [+1] affecting:
Glamours [-2]
Thaumaturgy [-3]
Magic:
Thaumaturgy: +1 curse complexity
Foci: Ring (+1 curse complexity and control)
Total Refresh Cost:
-9
Refresh Total:
-1
Title: Re: Generic NPCs
Post by: Tbora on December 12, 2010, 02:17:41 AM
Could you do stats for necrothemed creatures?

Such as:

1)Kamikaze Zombie (A zombie that is basically a suicide bomber, it rushes and explodes for a Weapon: 4 zone attack, and dies in the process, very powerful in numbers of four or five or more in a single room, great for booby trap)
2)Zombie Birds (Eyes in the Sky, they  can go and scope out an area the player, and it can either report what it saw or its master can see through its eyes via a mirror or crystal ball or similar viewing device.)
3)Uber Zombie On Steroids (Basically for ancient human corpses 1000+ years, basically an upgrade on the standard zombie)
4) Zombie Chimera ( A zombie that has been created with different body parts of various creatures both humans and not to create a powerful but quite insane abomination. Several variations of these would be nice.)
5) Demon Souled Zombie (Zombies are powered by weak and quite stupid spirits of the Nevernever to animate them. What happens if you summon up a spirit that is neither weak nor stupid? Enter the Demon Souled Zombie, harder to create, but much tougher and more powerful. Have fun with this one, again I can see multiple variations for this depending on the demon spirit summoned.)
6) Shades - enslaved ghosts that can act as bodyguards and scouts as they can go through walls and see things your average creature can't)
7) Kracken Shade (the shade of a giant squid that has been summoned and bound to the necromancers will, it can move through walls, swim through the air, and attack several times at once because of the several tentacles up to a zone away.)
8) Zombie Dinosaurs ( We have Sue sure, but their are lots of dinosaur zombies I'd like to see other then a T-Rex, such as a Pterodactyl, Velociraptor, Brachiosaurus, Ankylosaurus, Triceratops, and a Stegosaurus.

I think this is enough to keep you real busy for a while, what do you think?
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 12, 2010, 03:36:23 AM
Yes, that ought to keep me from getting bored. Thanks.
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 12, 2010, 08:04:05 PM
Leviathan (Scuba Diving)

High Concept: Leviathan
Other Aspects: Primordial Beast Of The Sea, A Creature Without Fear, Five Hundred Metres Long, Rudimentary Intelligence
Skills:
Fantastic: Might, Endurance
Superb: Athletics, Fists
Great: Alertness, Survival
Good: Conviction, Intimidation
Fair: Investigation, Presence, Lore
Average: Performance, Discipline, Stealth, Scholarship
Stunts:
Monster Of The Sea (Fists): Inflicts +2 stress against waterbound enemies.
Swallow Whole (Might): +1 to maintain grapples.
Really Big Mouth (Might): take -2 penalty to hit an entire zone with a Fists attack or a grapple.
Powers:
Claws [-1]
Aquatic [-1]
Not Amphibious [+1]
Echoes Of The Beast [-1]
Unthinkable Size [-6]
Mythic Strength [-6]
Mythic Toughness [-6]
Inhuman Recovery [-2]
The Catch (unknown) [+0]
Physical Immunity [-8]
The Catch (Weapons rated 6 or higher) [+3]
Total Refresh Cost:
-30
Refresh Total:
-13

EDIT: Increased size power cost.
Title: Re: Generic NPCs
Post by: Belial666 on December 13, 2010, 02:49:19 AM
A being that is larger than a battleship but without Legendary Might/Endurance?

Not to mention it only does 8 stress. Any stunts/powers to do extra damage, perhaps?
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 13, 2010, 03:57:40 AM
That's what powers are for. It's got a lifting/breaking strength of 22 and it's flat-out immune to any weapon smaller than an anti-tank bazooka. Even then, it has Mythic Toughness. So I think that Fantastic skill is enough, although I can see why you would disagree.

As for the stress issue: good point. I'll give it a stunt. 10 stress is still less than it probably deserves, but I don't want each hit to be an automatic kill or even an automatic extreme consequence. Making it make sense should be easy with a bit of creative description. Something like: It misses you, but the massive wake that it leaves behind smashes you against the remains of your boat hard enough to shatter bones. Take 11 stress.
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 14, 2010, 01:48:46 AM
Thousand year old zombie here. This guy was easy to make, since he's really just an upgraded version of the canon zombie. I decided to ignore the power upgrade per century guideline in the book since it maxes out with three mythics after six hundred years.

Uber-Zombie (Feet In The Water)

High Concept: Zombie
Other Aspects: One Thousand Years Old, My Drum Beats Like A Heart
Skills: 
Great: Weapons, Athletics
Good: Endurance, Intimidation
Fair: Might, Fists
Average: Stealth, Alertness
Powers:
Living Dead [-1]
Supernatural Strength [-4]
Supernatural Speed [-4]
Supernatural Toughness [-4]
Total Refresh Cost:
-13
Refresh Total:
-7
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 14, 2010, 02:28:58 AM
Demonic Zombie (Up To Your Waist)

High Concept: Demonic Zombie
Other Aspects: Demonic Mutations, My Drum Beats Like A Heart
Skills: 
Great: Fists, Might
Good: Endurance, Athletics
Fair: Alertness, Intimidation, Discipline
Average: Stealth, Conviction, Presence, Lore, Deceit
Powers:
Human Guise [-0]
Living Dead [-1]
Demonic Copilot [-1]
Claws [-1]
BRAAAINS! [-1] (treat as Blood Drinker)
Supernatural Strength [-4]
Inhuman Speed [-2]
Inhuman Toughness [-2]
Total Refresh Cost:
-12
Refresh Total:
-5
Title: Re: Generic NPCs
Post by: Tbora on December 14, 2010, 02:33:02 AM
Demonic Zombie (Up To Your Waist)

High Concept: Demonic Zombie
Other Aspects: Demonic Mutations, My Drum Beats Like A Heart
Skills: 
Great: Fists, Might
Good: Endurance, Athletics
Fair: Alertness, Intimidation, Discipline
Average: Stealth, Conviction, Presence, Lore, Deceit
Powers:
Human Guise [-0]
Living Dead [-1]
Demonic Copilot [-1]
Claws [-1]
BRAAAINS! [-1] (treat as Blood Drinker)
Supernatural Strength [-4]
Inhuman Speed [-2]
Inhuman Toughness [-2]
Total Refresh Cost:
-12
Refresh Total:
-5

You may want to consider Breath Weapon: Fire (to represent the demons Hellfire), depending on how powerful the spirit powering it is.
Title: Re: Generic NPCs
Post by: Tbora on December 14, 2010, 02:37:31 AM
Oh and another request, a Zombie "d"ragon (note the lower case) as that would make a kickass mount.
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 14, 2010, 03:19:48 AM
This isn't the only demonic zombie. I have plans for two more: one with Incite Emotion and one with Sponsored Magic: Hellfire. I considered Breath Weapon, but in the end I decided that Claws was more zombie-like. Feel free to change that if and when you use these in game.

And the zombie dragon idea is noted.
Title: Re: Generic NPCs
Post by: Belial666 on December 14, 2010, 10:55:00 PM
Here is a scary new creation of mine. Want to have that gang be utterly controlled by the same spirit? Want to have that crazy new religious cult be the vessel of a demon? Want a Sauron-like spiritual entity corrupt and direct an entire nation or a non-physical Fallen start a world war or make a decent attempt at Armageddon?

Now you can.



Legion Demon (Deep One)
High Concept: Nomen mihi Legio est quia multi sumus
Other Aspects: "Chainer of Nations", "Betrayer of Hope", "Prince of Rosh Meshech and Tubal"
Skills:  
+7: Intimidate, Deceit
+6: Discipline, Rapport, Presence
+5: Conviction, Empathy, Lore
Other skills depend on the vessel
Powers:
[-3] Spirit Form
[-8] Physical Immunity - Legion demons cannot be physically destroyed, though their vessels can. They are only subject to banishment.
[-8] Divided Presence - Legion demons are not subject to mental effects unless those effects are applied to more than half the pieces of their divided consciousness (see below)
[-5] Incite Loyalty - at range, lasting, potent. May use Rapport (diplomacy), Intimidation or Deceit as the base skill, depending on the situation.
[-5] Domination: Possession
[-2] Master Dominator
[-1] Souleater - spirit equivalent of blood drinker
[-2] Far-reaching Grasp - Legion demons can use mental powers at long range, usually line of sight
[-8] Mass Manipulation - Legion demons can incite emotions over 4 zones at once.
[-8] Mass Domination - Legion demons can use domination (including possession or master dominator) over 4 zones at once. Victims still have to be willing or helpless - though this is rarely a problem after the Legion demon has applied Incite Loyalty first.
[-3] Senses: Eyes an Ears of the Slave - Legion demons can see and hear the events around any dominated minions and have a general sense of events around fanatically loyal minions that are not possessed yet. They are never confused or overwhelmed by that sense though they must travel to individual minions (see below) to use senses other than sight and hearing.
[-4] Mindwalker - provided a Legion demon has managed to fully dominate (i.e. take out) multiple victims, they can travel from one to another, exchanging hosts they possess, just like a being with worldwalker and swift transition would walk between worlds. They can even shift to other masses of minions (see mass domination), provided they don't exceed the limits of 4 zones at once, regardless of how far apart those zones are physically. The only limitation is that the victims are part of the same social structure; the same family, the same political group, even the same nation or religion, provided they share the same strong ideology.
[-2] Diabolism - Legion demons can apply terrifying changes upon the world, not because they are powerful spellcasters themselves -they only have basic thaumaturgic abilities- but because they could easily force hundreds, even thousands of people to sacrifice anything for them.
Total Refresh Cost:
-59
Refresh Total:
-21
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 15, 2010, 09:58:24 PM
Demonic Zombie (Up To Your Waist)

High Concept: Demonic Zombie
Other Aspects: Demon Of Pain, My Drum Beats Like A Heart
Skills: 
Great: Fists, Athletics
Good: Endurance, Discipline
Fair: Alertness, Intimidation, Deceit
Average: Stealth, Conviction, Presence, Lore, Might
Stunts:
Touch Of Pain (Fists): Use Fists instead of Deceit for Incite Emotion.
Powers:
Human Guise [-0]
Living Dead [-1]
Demonic Copilot [-1]
Incite Lasting Potent Pain [-3]
Inhuman Strength [-2]
Inhuman Speed [-2]
Inhuman Toughness [-2]
Total Refresh Cost:
-12
Refresh Total:
-5
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 16, 2010, 01:17:19 AM
Demonic Zombie (Up To Your Waist)

High Concept: Demonic Zombie
Other Aspects: The Fires Of Hell, My Drum Beats Like A Heart
Skills: 
Great: Conviction, Discipline
Good: Endurance, Athletics
Fair: Alertness, Fists, Lore
Average: Might, Intimidation, Deceit, Presence, Stealth
Stunts:
Powers:
Human Guise [-0]
Living Dead [-1]
Demonic Copilot [-1]
Sponsored Magic (Hellfire) [-4]
Inhuman Strength [-2]
Inhuman Speed [-2]
Inhuman Toughness [-2]
Magic:
Foci: Shinbone Wand (+1 offensive Hellfire power and control), Skull Helmet (+2 Hellfire complexity)
Total Refresh Cost:
-12
Refresh Total:
-5
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 17, 2010, 03:36:38 AM
Zombie Bird (On The Beach)

High Concept: Zombie Bird
Other Aspects: Eye In The Sky, My Drum Beats Like A Heart
Skills: 
Good: Alertness, Athletics
Fair: Investigation, Fists
Average: Survival, Intimidation, Stealth, Endurance, Lore
Powers:
Share Senses [-1] (Homebrew power based on Supernatural Sense. Allows bird to project sense data through a thaumaturgical link.)
Diminutive Size [-1]
Living Dead [-1]
Wings [-1]
Claws [-1]
Inhuman Speed [-2]
Total Refresh Cost:
-7
Refresh Total:
-3
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 17, 2010, 08:51:23 PM
Zombie Velociraptor (Feet In The Water)

High Concept: Zombie Velociraptor
Other Aspects: Unliving Fossil, My Drum Beats Like A Heart, Pack Hunter
Skills: 
Great: Fists, Athletics
Good: Endurance, Survival
Fair: Might, Stealth
Average: Intimidation, Alertness
Powers:
Pack Instincts [-1]
Living Dead [-1]
Claws [-1]
Inhuman Strength [-2]
Supernatural Speed [-4]
Inhuman Toughness [-2]
The Catch (unknown) [+0]
Total Refresh Cost:
-11
Refresh Total:
-5
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 17, 2010, 11:05:25 PM
Zombie Stegosaurus, Anklosaurus, or Triceratops (Chest Deep)

High Concept: Zombie Dinosaur
Other Aspects: Unliving Fossil, My Drum Beats Like A Heart, Big As A Truck
Skills:
Superb: Might, Endurance
Great: Fists, Athletics
Good: Survival, Alertness
Fair: Intimidation, Investigation
Average: Conviction, Lore
Powers:
Living Dead [-1]
Claws [-1]
Hulking Size [-2]
Supernatural Strength [-4]
Mythic Toughness [-6]
Total Refresh Cost:
-14
Refresh Total:
-6
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 18, 2010, 08:50:35 PM
Kamikaze Zombie (Hydrophobe)

High Concept: Zombie Bomb
Other Aspects: My Drum Beats Like A Heart, Strength In Numbers
Skills:
Fair: Endurance, Fists
Average: Athletics, Alertness, Intimidation, Survival, Stealth, Investigation
Powers:
Living Dead [-1]
Pack Instincts [-1]
Selfdestruct [-1] (May make a weapon: 4 zonewide attack using Fists by sacrificing self. Multiple Selfdestruct uses in the same zone are counted as one attack with a +2 bonus for each Selfdestruct after the first)
Total Refresh Cost:
-3
Refresh Total:
-1
Title: Re: Generic NPCs
Post by: devonapple on December 18, 2010, 09:33:00 PM
Sphinx (Chest Deep)
High Concept: Sphinx
Other Aspects: Guardian Beast, Master Of Riddles, Sphinx Means "To Strangle"

I'm wondering if the Sphinx should maybe have a variant of Incite Lasting Emotion.
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 19, 2010, 12:09:53 AM
Why?
Title: Re: Generic NPCs
Post by: Belial666 on December 19, 2010, 01:49:02 AM
OK, more scary monsters is the order of the day. The really scary thing in the last entry is brought to you by the Kemmler fan club. Enjoy.  :P




REVENANTS:
Revenants, like zombies, are dead bodies animated by some kind of spirit. Unlike zombies, something more than just a stupid animalistic spirit is animating them. Often not driven by necromancy, they are the body the spirit wears so it can walk the Earth, instead of making one out of ectoplasm. Powerful (or foolhardy) necromancers and summoners attempt to make revenants; this is rarely a good idea. Revenants function much like black court vampires - free willed undead with freakish supernatural powers depending on the type of spirit animating them. How smart and strong they are depends on what type of spirit animates them.


Hunger Revenant (submerged)
(a hunger spirit bound to a corpse, resulting in how most people envision undead)
High Concept: Classic Zombie
Other Aspects: "Braaiiins", "The Virus"
Skills:
Superb: Endurance
Great: Fists, Might
Good: Athletics, Intimidate
Fair: Alertness, Conviction
(no other skills - they make no sense for a being driven by hunger)
Stunts:
Swing for the Fences - for bite
Powers:
[-1] Living Dead
[-1] Unfeeling Flesh - use endurance for defense against attacks - but not physical maneuvers; a revenant is no harder to trip than the human it used to be.
[-1] Supernatural Toughness - catch is decapitation/destruction of head
[-2] Inhuman Strength
[-3] Bite (claws power)  - Poisoned (see below)
[-1] Fleasheater (like blood-drinker but for flesh)
[-2] Spread the Hunger - humans killed by the revenant's bite or supernatural infection serve as a call for another hunger spirit to cross the veil and possess them; they rise as revenants within the hour.
Total Refresh Cost: -12
Refresh Total: -2


Rage Revenant (submerged)
(a rage spirit animating a corpse, leading it to attack whatever it hated in life - as well as anything else)
High Concept: Revenge from the Grave
Other Aspects: "Hate Made Flesh", "Ruinous Rage"
Skills:
Superb: Endurance, Fists
Great: Might, Athletics
Good: Intimidate, Conviction
Fair: Alertness, Weapons
Average: Survival, Presence
Stunts:
Swing for the Fences - for claws
Powers:
[-1] Living Dead
[-1] Unfeeling Flesh - use endurance for defense against attacks - but not physical maneuvers; a revenant is no harder to trip than the human it used to be.
[-1] Supernatural Toughness - catch is fire
[-4] Supernatural Strength
[-1] Claws
[-4] Physical Immunity - catch is any form of attack that isn't purely material
Total Refresh Cost: -13
Refresh Total: -3


Pact Revenant (snorkelling)
(a damned soul that, through a deal with a demon or similar power returns to life in an animated body - sometimes not their own - to perform some service)
High Concept: Damned Man Walking
Other Aspects: "Twisted Purpose", "Baneling"
Skills:
Superb: Endurance
Great: Fists
Good: Conviction
Fair: Alertness
Average: Lore
(add up skills till 40 skill pts are reached. Those skills are chosen from those the Revenant had in life, though they can be further improved)
Powers:
[-1] Living Dead
[-1] Unfeeling Flesh - use endurance for defense against attacks - but not physical maneuvers; a revenant is no harder to trip than the human it used to be.
[-2] Supernatural Toughness - catch is powers of faith
[-3] Death Pact - like blood drinker but it applies to murders with any direct means, though it is limited to humans. A Pact Revenant can heal up to 3 times per scene.
Inhuman Strenght
[-1] The Dark One's Plaything - as "guide my hand" only the dark power that brought them back arranges coincidence - often to unpleasant results.
Memories - a pact revenant remembers up to 6 points worth of powers or stunts they had in life.
Total Refresh Cost: -16
Refresh Total: -3


Void Revenant (in a submarine)
(a human corpse powered by a nonphysical outsider)
High Concept: Undead Horror from Beyond
Other Aspects: "Portrent of the Apocalypse", "Utterly Alien", "Walking Violation"
Skills:
Fantastic: Conviction, Endurance
Superb: Discipline, Might
Great: Fists, Intimidate
Good: Presence, Lore
Fair: Alertness, Scholarship
Average: Weapons, Stealth
Powers:
[-1] Living Dead
[-1] Unfeeling Flesh - use endurance for defense against attacks - but not physical maneuvers; a revenant is no harder to trip than the human it used to be.
[-4] Mythic Toughness - catch is powers of faith
[-9] Modular Ability 8, modified by Human Form
[-4] Outsider Magic - similar to Necromancy, gives bonuses for Outsider magic instead. The foci are usually unholy runes carved into the corpse's body.
[-8] Walking Violation - Void Revenants are walking violations of the natural order of the universe, leeching all energy out of it. The zone a Void Revenant is in is treated as a Legendary threshold, except against the powers of undead and outsiders. This does not stop supernatural creatures from entering like a full threshold does; it merely diminishes their power. Supernatural creatures with too little power to survive simply crumble to dust.
Total Refresh Cost: -27
Refresh Total: -6



Abyss Revenant (Deep One)
(the highest violation of the 5th law; the full return of a centuries or millennia dead soul of a once-powerful mortal from beyond the borders of life)
High Concept: Back from the Abyss
Other Aspects: "The End is Nigh", "Devourer of Souls", "In Strange Eons Even Death Might Die", "Walking Violation"
Skills:
Epic: Conviction, Intimidate
Fantastic: Discipline, Fists
Superb: Alertness, Athletics
Great: Lore, Presence, Empathy
Good: Scholarship, Stealth, Weapons
Fair: Survival, Bows, Deceit
Average: Burglary, Investigation, Rapport
Powers:
[-3] Apocalyptic Vision - anyone connecting to an Abyss Revenant with psychic powers or supernatural senses is forced to suffer an apocalyptic vision, as if they had used The Sight on them, with all the appropriate checks and results. Those ignorant enough or deranged enough to use The Sight on an Abyss Revenant get twice the backlash; once for Apocalyptic Vision and once for their actual use of The Sight.
[-1] Living Dead
[-3] Spirit Form (horrendous)
[-4] Incite Fear - at range, lasting, potent
[-2] Grasping Darkness - Abyss Revenants can manifest their horrendous ability to destroy minds as tentacles of darkness that can physically manipulate and attack the world. Regardless of what improvements their mental powers have, this is limited to the zone they're in, and conviction is used instead of intimidate.
[-2] Far-reaching Grasp - Abyss Revenants can use mental powers at long range, usually line of sight
[-8] Mass Manipulation - Abyss Revenants can incite emotions over 4 zones at once.
[-5] Domination Posession
[-1] Essence Transference - when an Abyss Revenant physically violates a being by posessing it, the appearance of the body changes to conform to the revenant's and the revenant can fully use their powers in the new body if they are willing to surpress the powers and abilities of the victim.
[-4] Stygian Necromancy - similar to Kemmlerian Necromancy. Replace psychomancy with ectomancy. Abyss Revenants do not have foci; they take all their slots as open "potion" slots. Each time the revenant destroys (takes out) the spirit of a being with mental powers, they can store one consequence of the victim into a slot. Those consequences can then be used at any time to fuel magic.
[-1] Spirit Made Flesh - Abyss Revenants exist because they believe they exist; they use conviction as defense against mental and physical attacks and maneuvers
[-8] Physical Immunity - the catch is unknown, though significantly powerful artifacts of faith like the Sword of the Cross should be able to harm them
[-8] Walking Violation - Abyss Revenants are walking violations of the natural order of the universe, leeching all energy out of it. The zone an Abyss Revenant is in is treated as a Legendary threshold, except against the powers of undead and outsiders. This does not stop supernatural creatures from entering like a full threshold does; it merely diminishes their power. Supernatural creatures with too little power to survive simply crumble to dust.
Total Refresh Cost: -50
Refresh Total: -12
Title: Re: Generic NPCs
Post by: devonapple on December 19, 2010, 01:51:52 AM
Why?

I came up with the thought that Inspire Lasting Emotion would allow the Sphinx to deal Mental stress, perform blocks and other combat maneuvers, if we were able to consider "confusion" as a reasonable vector (or perhaps "pride" such that the Sphinx drives a target's pride and forces it to waste time and energy trying to solve one of its diabolical riddles posed in the middle of a conflict).
Title: Re: Generic NPCs
Post by: Belial666 on December 19, 2010, 02:01:43 AM
OK, major abomination goodness just posted.


Also, the Greek legends of the Sphinx at least do not give her mental powers. But many fantasy portrayals (such as the DnD one) do.
Title: Re: Generic NPCs
Post by: devonapple on December 19, 2010, 02:16:02 AM
Well, I didn't want it to be a mental power so much as giving some more teeth to the Sphinx's ability to Riddle.
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 19, 2010, 03:21:31 AM
@devonapple: With that in mind, a reflavoured Incite Emotion power would be a reasonable choice for the Sphinx. Perhaps it could be combined with a stunt that lets the Sphinx use Scholarship instead of Deceit for mental attacks and maneuvers. I guess we can call it a variant on the basic Sphinx.

@Belial: Love the revenants. Great theme, pretty good mechanics, and appropriate for the high-level games where most of the stuff in OW is too weak. The game I'm GMing (and you're playing in), for example. Have you considered adding those powers to the custom power thread? I'd do it for you, but it seems a bit rude somehow.

I was planning to do a movie-style zombie myself, which would have essentially been a weaker version of your Hunger Revenant. Actually, I may still do that.

@both: You might already know that there's a DFRPG Resource Wiki in development. If you guys could help set it up, it would be greatly appreciated. And if you don't have the time/interest, could I at least add your creations to it?
Title: Re: Generic NPCs
Post by: Belial666 on December 19, 2010, 03:59:05 AM
Feel free to add what I post here to custom powers and/or the wiki. Unfortunately, my time is relatively limited so I can't help with those right now.


As for the Revenants, they were an idea I've had for some time, as you might have noticed from posts in said games. And as you can see, making an army of Void Revenants is a really bad idea, even if someone could do it.  :P
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 20, 2010, 05:27:19 AM
Zombie Pterodactyl (Feet In The Water)

High Concept: Zombie Pterodactyl
Other Aspects: Unliving Fossil, My Drum Beats Like A Heart, Eleven-Metre Wingspan
Skills:
Great: Might, Athletics
Good: Endurance, Fists
Fair: Alertness, Investigation
Average: Intimidation, Survival
Powers:
Living Dead [-1]
Wings [-1]
Hulking Size [-2]
Supernatural Strength [-4]
Inhuman Toughness [-2]
The Catch (unknown) [+0]
Total Refresh Cost:
-10
Refresh Total:
-4
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 21, 2010, 02:00:52 AM
Zombie Brachiosaurus (Chest Deep)

High Concept: Zombie Brachiosaurus
Other Aspects: Unliving Fossil, My Drum Beats Like A Heart, Freakin' Huge
Skills:
Superb: Might, Endurance
Great: Fists, Survival
Good: Athletics, Alertness
Fair: Investigation, Intimidation
Average: Conviction, Lore
Stunts:
Shrug It Off (Endurance): Defend against attacks with Endurance.
Powers:
Living Dead [-1]
Hulking Size [-2]
Mythic Strength [-6]
Mythic Toughness [-6]
The Catch (unknown) [+0]
Trample [-1] (May take -2 to a Fists attack to target an entire zone)
Total Refresh Cost:
-17
Refresh Total:
-9
Title: Re: Generic NPCs
Post by: Mindflayer94 on December 21, 2010, 04:27:28 AM
For all these zombies, where the catch is unknown, couldn't you just put: holy items and the like? What about salt?
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 21, 2010, 06:10:05 AM
The catch on my zombies is unknown because the canonical catch on zombies is unknown. Still, you can feel free to give them a real catch in your game. I recommend salt, since everything and its mother is vulnerable to holy items.
Title: Re: Generic NPCs
Post by: bibliophile20 on December 21, 2010, 03:41:58 PM
The catch on my zombies is unknown because the canonical catch on zombies is unknown. Still, you can feel free to give them a real catch in your game. I recommend salt, since everthing and its mother is vulnerable to holy items.

Quick!  Make a giant lobster or giant crab whose Catch is salt and butter!
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 22, 2010, 07:16:33 AM
Zombie Chimera #1 (Chest Deep)

High Concept: Twenty Zombies Stitched Together
Other Aspects: My Drum Beats Like A Heart, Absorb Corpses, Mentally Broken
Skills:
Superb: Might, Endurance
Great: Fists, Athletics
Good: Alertness, Intimidation
Fair: Investigation, Survival
Average: Conviction, Lore
Stunts:
Forty Hands (Might): +1 to grapple.
Powers:
Living Dead [-1]
Hulking Size [-2]
Supernatural Strength [-4]
Supernatural Toughness [-4]
Assimilate Corpse [-1] (Treat as Blood Drinker, ignore Living Dead's recovery drawback when using it)
Superior Hold [-3] (May take other actions while grappling someone)
Total Refresh Cost:
-16
Refresh Total:
-8
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 24, 2010, 04:36:59 AM
Second zombie chimera here. It's a shark that walks on human arms and flies on albatross wings.

Zombie Chimera #2 (Feet In The Water)

High Concept: Undead Shark-Man-Bird
Other Aspects: My Drum Beats Like A Heart, Mentally Broken, Instincts Of A Shark
Skills:
Great: Fists
Good: Athletics, Endurance
Fair: Alertness, Survival, Might
Average: Intimidation, Conviction, Investigation, Lore
Stunts:
Feeding Frenzy (Fists): Inflict 2 extra stress when tagging or invoking a consequence.
Powers:
Claws [-1]
Wings [-1]
Living Dead [-1]
Aquatic [-1]
Supernatural Sense [-1] (Can detect blood and automatically track someone who's bleeding)
Inhuman Strength [-2]
Inhuman Speed [-2]
Inhuman Toughness [-2]
The Catch (unknown) [+0]
Total Refresh Cost:
-12
Refresh Total:
-6
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 24, 2010, 05:25:57 AM
Shade (On The Beach)

High Concept: Enslaved Ghost
Other Aspects: Tortured Soul, Destroyed Identity
Skills:
Fair: Intimidation, Weapons
Average: Lore, Investigation, Alertness, Conviction, Endurance, Athletics
Powers:
Spirit Form [-3]
Physical Immunity [-8]
The Catch (Anyone the ghost has acknowledged, ghost dust, etc) [+2]
Swift Transition (No Mortal Home) [-1]
Total Refresh Cost:
-10
Refresh Total:
-6
Title: Re: Generic NPCs
Post by: ralexs1991 on December 24, 2010, 02:35:08 PM
omg you need to make an undead man-bear-pig!!!!  :D
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 28, 2010, 02:45:39 AM
I seem to have overwritten the stats of Zombie Chimera #3 with those of the Shade. I'm afraid that I don't remember exactly what the stats of Zombie Chimera #3 were originally. Can anyone help me with this?
Title: Re: Generic NPCs
Post by: devonapple on December 28, 2010, 07:55:06 AM
I seem to have overwritten the stats of Zombie Chimera #3 with those of the Shade. I'm afraid that I don't remember exactly what the stats of Zombie Chimera #3 were originally. Can anyone help me with this?

It was the Assassin winged-snake-baby. It might have been -8 to -12 Refresh. It had Wings, Cloak of Darkness, and a lot of other Powers. I forget the rest.
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 30, 2010, 03:43:19 AM
Well, I strongly suspect that this isn't exactly the same as it used to be. I thought that it had Spider Walk, but devonapple seems convinced that it had Wings. And the powers and stunts that I have here add up to a fair bit over -12 refresh. Oh well, it's not that important.

Zombie Chimera #3 (Submerged)

High Concept: Undead Cat-Snake-Child
Other Aspects: My Drum Beats Like A Heart, Built For Assassination, Mentally Broken
Skills:
Superb: Fists, Stealth
Great: Athletics, Burglary
Good: Endurance, Alertness
Fair: Investigation, Might, Intimidation
Average: Conviction, Discipline, Lore, Survival, Deceit
Stunts:
Necrotic Poison (Fists): +1 to Fists when using venom from Venomous Fists power.
Sneak Attack (Stealth): +2 to Stealth when ambushing someone.
Powers:
Living Dead [-1]
Wings [-1]
Cloak Of Shadows [-1]
Venomous Claws [-3]
Inhuman Strength [-2]
Supernatural Speed [-4]
Inhuman Toughness [-2]
The Catch (unknown) [+0]
Total Refresh Cost:
-16
Refresh Total:
-6
Title: Re: Generic NPCs
Post by: Drashna on December 31, 2010, 12:04:39 AM
Definitely did, but it was more of "Wings (?)".  Either way, looks good.
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 31, 2010, 04:14:17 AM
I am sorry to say that I have no idea what you mean, Drashna. Could you please explain?
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 31, 2010, 06:31:57 AM
And now I'm done Tbora's requests. Three cheers for me!

Kraken Shade (Scuba Diving)

High Concept: Kraken Ghost
Other Aspects: Necromancer's Secret Weapon, Swimming Through Everything, Unrealistically Large, Surprisingly Intelligent
Skills:
Fantastic: Might, Endurance
Superb: Athletics, Fists
Great: Alertness, Survival
Good: Conviction, Lore
Fair: Intimidation, Investigation, Deceit
Average: Discipline, Presence, Scholarship
Stunts:
Tentacle Grab (Might): +1 to grapple.
Crushing Grip (Might): No penalty for supplemental action to inflict damage in a grapple.
Many-Limbed (Might): May grapple using the rules for Spray Attacks.
Powers:
Hulking Size [-2]
Wings [-1]
Aquatic [-1]
Long Reach [-1] (may make melee attacks and grapples from a zone away)
Mythic Strength [-6]
Supernatural Toughness [-4]
The Catch (weapons rated 6 or greater) [+2]
Spirit Form (Poltergeist) [-5]
Physical Immunity [-8]
The Catch (Anyone the ghost has acknowledged, ghost dust, etc) [+2]
Swift Transition (No Mortal Home) [-1]
Total Refresh Cost:
-28
Refresh Total:
-11

PS: This post was accidentally deleted and then rewritten from memory, so it may not be exactly the same as it once was.
Title: Re: Generic NPCs
Post by: Drashna on December 31, 2010, 06:46:02 AM
IIRC, when you wrote up the #3 shade, it sounded like you weren't sure if it should have wings or not, and had a question mark with it. but #3 definitely had wings. :)
Though I could be remembering another monster.  You *do* have so many good monsters listed!
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 31, 2010, 06:48:15 AM
Ah, okay. I'll ditch the Spider Walk option then.

And thanks.
Title: Re: Generic NPCs
Post by: Drashna on December 31, 2010, 08:39:41 PM
No. Thank you for all the great creatures you've stated.
Title: Re: Generic NPCs
Post by: Sanctaphrax on January 01, 2011, 01:30:05 AM
In that case, you're welcome. Anyway, I've noticed that the vast majority of the Pure Mortals on this thread are low-powered. In order to correct this, I'm making three mortals of Chest Deep level or higher: a master poet, a mixed martial arts champion, and a member of the secret corporate conspiracy that runs the world. First, the poet:

Master Poet (Chest Deep)

High Concept: Master Poet
Other Aspects: Not Exactly A Starving Artist, Speaks As Well As He Writes, A Bit Too Happily Married
Skills:
Superb: Performance
Great: Rapport, Deceit
Good: Resources, Presence
Fair: Scholarship, Intimidation, Empathy
Average: Contacts, Conviction, Endurance, Driving, Alertness
Stunts:
Poet (Performance): +1 to poetry, further +1 to sonnets.
Very Specialized Poet (Performance): further +1 to sonnets about love, further +1 to sonnets about the poet's love for his wife.
Pointed Performance (Performance): May use Performance to create specific aspects.
Building Upon The Mood (Performance): +2 to any roll in which an aspect created with Performance is tagged or invoked.
The Social Graces (Empathy): +2 to social initiative.
Total Refresh Cost:
-3 (Pure Mortal)
Refresh Total:
5
Title: Re: Generic NPCs
Post by: Tbora on January 01, 2011, 07:05:35 PM
Umm

Zombie Dragon? (lower case D)
Title: Re: Generic NPCs
Post by: Sanctaphrax on January 01, 2011, 10:25:26 PM
Zombie Dragon (Scuba Diving)

High Concept: Zombie Dragon
Other Aspects: My Drum Beats Like A Heart, Necromancer's Mount, I Am Merely A Pale Imitation Of My Former Glory
Skills:
Fantastic: Fists
Superb: Endurance, Might
Great: Athletics, Intimidation
Good: Presence, Conviction, Alertness
Fair: Discipline, Investigation, Survival, Lore
Average: Deceit, Empathy, Rapport, Contacts
Stunts:
Breath Control (Fists): Use Fists to wield Breath Weapon.
Magical Mount (Athletics): +2 to Athletics while being ridden.
Powers:
Living Dead [-1]
Wings [-1]
Claws [-1]
Hulking Size [-2]
Breath Weapon [-2]
Inhuman Speed [-2]
Supernatural Strength [-4]
Supernatural Toughness [-4]
The Catch (unknown) [+0]
Total Refresh Cost:
-19
Refresh Total:
-2
Title: Re: Generic NPCs
Post by: Sanctaphrax on January 02, 2011, 06:15:31 AM
Mixed Martial Arts Champion (Chest Deep)

High Concept: MMA Champion
Other Aspects: Champion's Pride, Not In The Know
Skills:
Superb: Fists, Might
Great: Endurance, Athletics
Good: Discipline, Intimidation
Fair: Resources, Presence
Average: Conviction, Stealth
Stunts:
Puncher Of Faces (Fists): +1 to hit pure mortals.
Breaker Of Bones (Fists): attacks inflict +2 stress to pure mortals.
Master Of Blocks (Fists): +2 to defend against Fists attacks.
Martial Artist (Fists): may make assessments and declarations with Fists.
Wrestler (Might): +1 to grapple.
Redirected Force (Fists): May sacrifice next action on a successful defence with Fists to create an aspect.
Tough As Nails (Endurance): Tagged/invoked consequences only provide +1 or reroll of three dice.
Total Refresh Cost:
-5 (Pure Mortal)
Refresh Total:
3
Title: Re: Generic NPCs
Post by: Sanctaphrax on January 05, 2011, 04:10:23 AM
Member Of The Secret Corporate Conspiracy That Runs The World (Scuba Diving)

High Concept: Member Of The Secret Corporate Conspiracy That Runs The World
Other Aspects: Owner Of Governments, Incredibly Mysterious Agenda, About A Mile Behind The Scenes, Useless In A Fight
Skills:
Fantastic: Resources, Contacts
Superb: Presence, Deceit
Great: Rapport, Empathy
Good: Conviction, Endurance
Fair: Scholarship, Discipline, Intimidation
Average: Investigation, Alertness, Lore
Stunts:
Network Of Spies (Contacts): Difficulty of Getting The Tip Off is reduced by two.
Informants Everywhere (Contacts): No penalty for using Contacts in an unfamiliar place.
Corporate Conspiracy (Contacts): +2 to Contacts in a corporate or government context.
The Boss (Contacts): May use Contacts to hire people.
Minions (Contacts): May use Contacts to declare presence of various flunkies.
Marked By The Conspiracy (Presence): +1 to all social skills against those under the conspiracy's control.
Power Behind The Throne (Presence): Social armour of 1 against anyone who knows that the conspiracy exists.
Leadership (Presence): Leading a group is at +1 and one time increment faster.
My Wallet has A Lot To Say (Resources): +2 to Resources when using it socially.
Riches Beyond Imagination (Resources): +2 to buy stuff.
Licences For Everything (Resources): Reduce penalties due to legality by two.
Lush Lifestyle (Resources): May be assumed to own anything with a value up to Resources.
Inexplicable Procurement (Resources): Reduce penalties due to rarity by two.
Total Refresh Cost:
-11 (Pure Mortal)
Refresh Total:
6
Title: Re: Generic NPCs
Post by: Sanctaphrax on January 08, 2011, 03:48:42 AM
Minotaur (Up To Your Waist)

High Concept: Minotaur
Other Aspects: Monster Of The Labyrinth, Eater Of Human Flesh, Sapient, Technically A Prince
Skills:
Great: Fists, Might
Good: Endurance, Athletics
Fair: Survival, Alertness, Investigation
Average: Conviction, Intimidation, Discipline, Presence, Lore
Stunts:
Bull Charge (Fists): Fists attacks inflict +2 stress when moving a zone as a supplemental action before attacking.
Highly Mobile (Athletics): No penalty for supplemental actions made to move a zone.
Superior Tracking (Survival): +2 to track.
Powers:
Claws [-1]
Supernatural Sense [-1] (Infallible sense of direction)
Hulking Size [-2]
Inhuman Strength [-2]
Inhuman Toughness [-2]
The Catch (unknown) [+0]
Total Refresh Cost:
-11
Refresh Total:
-4
Title: Re: Generic NPCs
Post by: Sanctaphrax on January 09, 2011, 01:02:34 AM
Chuul (Feet In The Water)

High Concept: Lobster-Monster
Other Aspects: Swamp Dweller, Sapient, Actively Malevolent
Skills:
Great: Fists, Might
Good: Endurance, Athletics
Fair: Alertness, Stealth
Average: Investigation, Conviction
Stunts:
Improved Grab (Might): +1 to grapple.
Constrict (Might): No penalty to inflict damage as a supplemental action in a grapple.
Paralytic Tentacles (Might): No penalty to poison someone as a supplemental action in a grapple.
Powers:
Aquatic [-1]
Claws [-1]
Venomous Tentacles [-2] (May attempt to poison a grappled target as a supplemental action)
Inhuman Strength [-2]
Inhuman Speed [-2]
Inhuman Toughness [-2]
The Catch (unknown) [+0]
Total Refresh Cost:
-13
Refresh Total:
-7
Title: Re: Generic NPCs
Post by: Sanctaphrax on January 14, 2011, 04:24:44 AM
Does anybody have any requests? I'm in need of inspiration.
Title: Re: Generic NPCs
Post by: bibliophile20 on January 14, 2011, 06:16:12 AM
Hmm...

Generic:
Lawyer
Bouncer
Made Man
Bagman
OC Outfit Right Hand Man
Vice Squad Sgt.
Traffic Patrol Partners
Cylon
$50 Bruiser
Socialite
Forensics Specialist
Valkyrie
Vampire Groupie/Poser

Specific:
Giant Snake, offspring of Jörmungandr.
Fenrir Wolf, offspring of Fenrir.
Ghost, Oath Bound To Protect, To Death And Beyond

That enough?  (we need emoticons with devil horns and halos...)
Title: Re: Generic NPCs
Post by: Tbora on January 14, 2011, 06:16:35 AM
Stat out some mythological creatures. Start on Angel (as we have no builds of generic angel types) and work your way down the alphabet till you reach yeti (as you already have done zombie)
Title: Re: Generic NPCs
Post by: Buscadera on January 14, 2011, 06:22:51 AM
I'd like to see a spy (Michael Weston/ Jason Bourne-type), a few nephilim (half-angels) in various fields, maybe even orks as a distinct species of Nevernever being.

Any of that sound workable?
Title: Re: Generic NPCs
Post by: Sanctaphrax on January 14, 2011, 10:09:04 PM
Wow. I must admit, I didn't expect such an enthusiatic response.

Three problems:
First, the OC Outfit Right Hand Man. I don't know what that is.
Second, the Fenrir Wolf. vultur already made one of those, it's on the mythical creatures thread.
Third, I'm not entirely sure how to stat Cylons and orks. I don't know what powers they should have or what version that the requester has in mind.

I think I'll start with the Giant Snake, the Bouncer, and the Angel. Expect them later today or perhaps tomorrow.
Title: Re: Generic NPCs
Post by: bibliophile20 on January 14, 2011, 10:51:48 PM
Wow. I must admit, I didn't expect such an enthusiatic response.

Three problems:
First, the OC Outfit Right Hand Man. I don't know what that is.
Second, the Fenrir Wolf. vultur already made one of those, it's on the mythical creatures thread.
Third, I'm not entirely sure how to stat Cylons and orks. I don't know what powers they should have or what version that the requester has in mind.

I think I'll start with the Giant Snake, the Bouncer, and the Angel. Expect them later today or perhaps tomorrow.
Organized Crime Outfit Right Hand Man.  Basically, the lieutenant for the boss of an Organized Crime Outfit (mafia, yakuza, etc).
Oh, someone did a Fenrir Wolf already?  *evil*  excellent...   ;D
I threw the Cylon in there as a gag, honestly.  Just ignore it.
Title: Re: Generic NPCs
Post by: Sanctaphrax on January 15, 2011, 01:04:17 AM
Bouncer (Hydrophobe)

High Concept: Bouncer
Other Aspects: Very Large Man, Takes His Job Seriously
Skills:
Good: Intimidation
Fair: Fists, Might
Average: Alertness, Athletics, Endurance
Stunts:
Imposing Attitude (Intimidation): May use Intimidation for social defence.
Professional Manhandler (Might): +1 to grapple.
Total Refresh Cost:
0 (Pure Mortal)
Refresh Total:
2
Title: Re: Generic NPCs
Post by: Sanctaphrax on January 15, 2011, 04:16:58 AM
Well, here's the Angel. I'm pretty happy with how he turned out, although his stunts might be better described as powers. I might make some angelic messengers and scholars and leaders to go along with this guy later.

Angel (Submerged)

High Concept: Angelic Footsoldier
Other Aspects: My Boss Moves In Mysterious Ways, Heavenly Countenance, Just A Grunt
Skills:
Superb: Conviction
Great: Weapons, Discipline
Good: Lore, Endurance, Athletics
Fair: Alertness, Rapport, Empathy, Fists
Average: Presence, Might, Investigation, Bows, Performance
Stunts:
Blade Of Golden Fire (Weapons): May use Holy Touch to enhance melee weapons.
Closer To God (Conviction): +2 to Conviction when using it with Guide My Hand.
Powers:
Human Guise [-0]
Wings [-1]
Inhuman Strength [-2]
Inhuman Speed [-2]
Inhuman Toughness [-2]
Inhuman Recovery [-2]
The Catch (Unholy Stuff) [+3]
Sponsored Magic (Soulfire) [-5]
Guide My Hand [-1]
Bless This House [-1]
Righteousness [-2]
Holy Touch [-1]
Sponsored Faith [-1] (May take sponsor debt instead of paying fate points for True Faith powers)
Total Refresh Cost:
-19
Refresh Total:
-9
Title: Re: Generic NPCs
Post by: Sanctaphrax on January 15, 2011, 05:44:19 AM
And here's the Giant Snake. I may have gone a little overboard with this one, since he's pretty much just a poisonous Leviathan. Ah well, I'm sure that there are some high-powered games out there that need enemies like this.

Snakelet Of Jormungander (Scuba Diving)

High Concept: Scion Of The World Serpent
Other Aspects: Godslaying Venom, Monster At The End Of The World, Not Quite As Large As Its Father, Malevolent Intelligence
Skills:
Fantastic: Fists, Endurance
Superb: Might, Athletics
Great: Alertness, Discipline
Good: Conviction, Intimidation
Fair: Survival, Lore, Deceit
Average: Presence, Scholarship, Investigation, Empathy
Stunts:
Shrug It Off (Endurance): Defend against attacks with Endurance.
God-Slaying Poison (Fists): +1 to poison people.
Poison Breath Cloud (Fists): Take a -2 penalty to poison an entire zone.
Powers:
Aquatic [-1]
Venomous Claws [-3]
Long Reach [-1] (May attack and grapple from a zone away)
Poisonous Breath [-1] (May attempt to poison from two zones away)
Titanic Size [-4]
Mythic Strength [-6]
Mythic Toughness [-6]
The Catch (The Hammer Of Thor) [+1]
Physical Immunity [-8]
Stacked Catch (weapons rated 6 or more) [+3]
Total Refresh Cost:
-29
Refresh Total:
-12

EDIT: Renamed size power.
Title: Re: Generic NPCs
Post by: Sanctaphrax on January 16, 2011, 07:39:07 PM
Lawyer (On The Beach)

High Concept: Court Lawyer
Other Aspects: Overeducated, Trained Debater, Honest?
Skills:
Good: Scholarship, Presence
Fair: Rapport, Deceit, Empathy
Average: Endurance, Conviction, Discipline
Stunts:
Logical Argument (Scholarship): May use Scholarship for social attacks.
Pre-Prepared Counterpoint (Scholarship): May use Scholarship for social defence.
Court Lawyer (Scholarship): +1 to scholarship when dealing with law, further +1 when dealing with criminal law.
"Honest" Lawyer (Deceit): +2 to Deceit in a legal context.
Total Refresh Cost:
-2 (Pure Mortal)
Refresh Total:
2
Title: Re: Generic NPCs
Post by: Sanctaphrax on January 16, 2011, 07:59:34 PM
The Vampire Groupie works better as a template than as a single NPC in my opinion. In order to convert a human NPC to a vampire groupie:

-Add "Vampire Groupie" or some variation thereof to the High Concept.
-Add "Venom Addict" aspect if the groupie is affiliated with the Red Court.
-Add "Emotionally Dominated" aspect if the groupie is affiliated with the White Court.
-Add "Brainwashed" aspect if the groupie is affiliated with the Black Court.
-Add the following stunt (which may bring the groupie down to zero refresh, showing that they've lost their free will):
Very Tasty (Endurance): Each scene spent feeding on this character with Blood Drinker or Emotional Vampire counts as two for the purpose of alleviating hunger stress from the Feeding Dependency power. In addition, a character who kills you with the Taste Of Death trapping of Emotional Vampire or Blood Drinker may recover as though they spent an entire session healing rather than a single scene.

I'm not totally satisfied with the stunt, but it'll do.
Title: Re: Generic NPCs
Post by: Sanctaphrax on January 17, 2011, 12:50:45 AM
50$ Bruiser (Hydrophobe)

High Concept: Low-Level Thug
Other Aspects: Tough Talker, Organized Crime Minion
Skills:
Good: Fists
Fair: Intimidation, Might
Average: Athletics, Endurance, Burglary
Stunts:
Armed Arts (Fists): Wield baseball bat and switchblade with Fists.
Brutality (Fists): May use maneuvers to inflict consequences. See Homebrew Stunts thread for explanation.
Threats Of Violence (Intimidation): +2 to Intimidation if the target is has been physically hurt by the 50$ Bruiser recently.
Total Refresh Cost:
-1 (Pure Mortal)
Refresh Total:
1
Title: Re: Generic NPCs
Post by: Sanctaphrax on January 22, 2011, 07:29:53 AM
Nephilim here. The bible describes Nephilim as giant humans, but that's boring. So I went a different route.

Nephilim Warrior (Feet In The Water)

High Concept: Half-Angel Warrior
Other Aspects: Faith Manages, Bullets Are The Most Effective Excommunication
Skills:
Great: Guns, Conviction
Good: Endurance, Athletics
Fair: Fists, Alertness
Average: Presence, Might
Stunts:
Closer To God (Conviction): +2 to Conviction when using it with Guide My Hand.
Powers:
Guide My Hand [-1]
Righteousness [-2]
Total Refresh Cost:
-4
Refresh Total:
2


Nephilim CEO (Chest Deep)

High Concept: Half-Angel Businessperson
Other Aspects: Double Life, Form Of My Father
Skills (Human Form):
Superb: Contacts, Resources
Great: Presence, Rapport
Good: Conviction, Empathy
Fair: Scholarship, Lore
Average: Deceit, Intimidation
Skills (Angel Form):
Superb:  Weapons, Athletics
Great: Fists, Alertness
Good: Conviction, Endurance
Fair: Scholarship, Lore
Average: Presence, Empathy
Stunts:
The Boss (Contacts): May use Contacts to hire people.
Powers:
Beast Change [-1]
Human Form [+1] affecting:
Wings [-1]
Inhuman Strength [-2]
Inhuman Speed [-2]
Inhuman Toughness [-2]
Inhuman Recovery [-2]
The Catch (Unholy Stuff) [+3]
Total Refresh Cost:
-7
Refresh Total:
1


Nephilim Scholar (Up To Your Waist)

High Concept: Half-Angel Loremaster
Other Aspects: Fires Of Creation, An Authority On The Divine
Skills:
Great: Conviction, Lore
Good: Discipline, Scholarship
Fair: Resources, Investigation
Average: Endurance, Alertness
Stunts:
Occultist (Lore): +1 to Lore concerning demons, +2 to Lore concerning angels.
Powers:
Sponsored Magic (Soulfire) [-5]
Total Refresh Cost:
-6
Refresh Total:
1
Title: Re: Generic NPCs
Post by: Sanctaphrax on January 22, 2011, 08:08:21 PM
Socialite (Feet In The Water)

High Concept: Socialite
Other Aspects: High Society, Social Butterfly
Skills:
Great: Resources, Rapport
Good: Presence, Empathy
Fair: Deceit, Performance
Average: Discipline, Scholarship
Stunts:
Glitterati (Resources): Use Resources for Contacts in high society.
Social Butterfly (Rapport): +2 Rapport at parties and other social functions.
The Social Graces (Empathy): +2 to social initiative.
Redirected Conversation (Rapport): May sacrifice next action to create an aspect after a successful defence with Rapport.
Lush Lifestyle (Resources): May be assumed to own objects with cost up to Resources.
Total Refresh Cost:
-3 (Pure Mortal)
Refresh Total:
3
Title: Re: Generic NPCs
Post by: Sanctaphrax on January 23, 2011, 05:56:15 AM
Valkyrie (Submerged)

High Concept: Honest-To Odin Valkyrie
Other Aspects: Chooser Of The Slain, Icy Beauty
Skills:
Superb: Weapons
Great: Endurance, Discipline, Lore
Good: Athletics, Survival, Might
Fair: Alertness, Conviction, Fists
Average: Investigation, Presence, Empathy
Powers:
Supernatural Senses [-2] (Fate reading)
Total Refresh Cost:
At least -2
Refresh Total:
8 or less

As you can see, the generic valkyrie is substantially weaker than Gard. But this stat block does not contain all of her powers and stunts. Because of my uncertainty about which of Gard's abilities come from herself and which come from her job, I decided to leave most of the generic Valkyrie's refresh open. Possible powers and stunts include Inhuman Strength, Supernatural Recovery, Rune Magic, Marked By Power, Berserker, Rider, and Improved Supernatural Senses.
Title: Re: Generic NPCs
Post by: Sanctaphrax on January 27, 2011, 05:11:17 AM
Banshee (Hydrophobe)

High Concept: Banshee
Other Aspects: Harbinger Of Death, Ghost Or Faerie?, Connected To The Great Gaelic Families, Washerwoman
Skills:
Good: Performance
Fair: Intimidation, Lore
Average: Presence, Stealth, Deceit
Stunts:
Mourning Wail (Performance): +2 to Performance when singing for someone who is about to die.
Improved Supernatural Senses (Lore): +2 to Lore for Supernatural Sense.
Powers:
Supernatural Sense [-1] (Foretelling death)
Spirit Form [-3]
Physical Immunity [-8]
The Catch (cold iron, salt, possibly other things) [+4]
Total Refresh Cost:
-10
Refresh Total:
-8
Title: Re: Generic NPCs
Post by: Sanctaphrax on January 28, 2011, 10:57:56 PM
Traffic Patrol Cop (Hydrophobe)

High Concept: Traffic Cop
Other Aspects: Just Doing His Job, Bottom Of The Totem Pole, Spends All Day In A Car
Skills:
Fair: Driving, Alertness
Average: Endurance, Athletics, Contacts, Intimidation, Guns, Fists
Stunts:
Police Driver (Driving): +2 to drive a police car.
Traffic Watcher (Alertness): +2 to car-related Alertness.
Total Refresh Cost:
0 (Pure Mortal)
Refresh Total:
2

Forensics Specialist (Hydrophobe)

High Concept: Forensic Examiner
Other Aspects: Pretty Nebbish For A Cop, Disturbingly Comfortable With Corpses
Skills:
Good: Scholarship
Fair: Craftsmanship, Contacts
Average: Guns, Alertness, Investigation
Stunts:
Forensic Eye (Scholarship): May use Scholarship to examine evidence.
Forensic Training (Scholarship): +2 to Scholarship for forensics.
Police Ties (Contacts): +2 to Contacts when dealing with other police officers.
Total Refresh Cost:
-1 (Pure Mortal)
Refresh Total:
1
Title: Re: Generic NPCs
Post by: jadecourtflunky on January 29, 2011, 01:38:14 AM
Could you post some smugglers? (thugs and a leader).
Thanks for this thread... It helps a lot with my games.
Title: Re: Generic NPCs
Post by: Sanctaphrax on January 29, 2011, 04:39:38 AM
Glad you like it, jadecourtflunky. I`ve got your smugglers and Buscadera`s orks here. Feedback would be appreciated.

Smuggler (Hydrophobe)

High Concept: Smuggler
Other Aspects: Ratlike, Easy Money
Skills:
Good: Deceit
Fair: Resources, Alertness
Average: Burglary, Guns, Driving
Stunts:
Palm Greaser (Resources): +2 to Resources when using it to bribe someone.
Smuggler (Deceit): +2 to Deceit when using it to smuggle.
Total Refresh Cost:
0 (Pure Mortal)
Refresh Total:
2

Smuggler Kingpin (Feet In The Water)

High Concept: Kingpin Smuggler
Other Aspects: Master Of Sleaze, Underground Empire
Skills:
Great: Deceit
Good: Contacts, Resources
Fair: Alertness, Empathy, Rapport
Average: Presence, Burglary, Conviction, Discipline
Stunts:
Connected (Contacts): +2 to Contacts within organized crime.
The Boss (Contacts): May use Contacts to hire people.
Filthy Lucre (Resources): +2 to Resources when using it illicitly.
Palm Greaser (Resources): +2 to Resources when using it to bribe someone.
Smuggler (Deceit): +2 to Deceit when using it to smuggle.
Illusion Of Grandeur (Deceit): Use Deceit to make a good first impression.
Total Refresh Cost:
-4 (Pure Mortal)
Refresh Total:
2

Ork (Hydrophobe)

High Concept: Ork
Other Aspects: Tribesman, Brutish But Not Monstrous
Skills:
Good: Weapons
Fair: Fists, Might
Average: Endurance, Athletics, Intimidation
Powers:
Inhuman Strength [-2]
Inhuman Toughness [-2]
The Catch (Fire) [+1]
Total Refresh Cost:
-3
Refresh Total:
1

Ork Chieftan (Up To Your Waist)

High Concept: Ork Chieftan
Other Aspects: War Leader, Like Herding Cats, Strongest Man In The Tribe
Skills:
Great: Weapons, Might
Good: Presence, Endurance
Fair: Alertness, Intimidation, Fists
Average: Athletics, Conviction, Contacts, Resources, Performance
Stunts:
War Leader (Weapons): +1 to Weapons when commanding other orcs in combat.
Footwork (Weapons): Defend against all attacks with Weapons.
Leadership (Presence): +1 to lead a group, leading a group is one time increment faster.
Powers:
Inhuman Strength [-2]
Inhuman Toughness [-2]
The Catch (Fire) [+1]
Total Refresh Cost:
-6
Refresh Total:
1

Ork Shaman (Chest Deep)

High Concept: Ork Shaman
Other Aspects: Spiritual Leader, Tribal Drummer, Executor Of The Ancestors` Will
Skills:
Great: Conviction, Lore
Good: Discipline, Endurance, Performance
Fair: Presence, Might, Fists, Alertness
Average: Athletics, Contacts, Craftsmanship, Scholarship, Intimidation
Powers:
Sponsored Magic (Ork Ancestors) [-4]
Inhuman Strength [-2]
Inhuman Toughness [-2]
The Catch (Fire) [+1]
Total Refresh Cost:
-7
Refresh Total:
1
Title: Re: Generic NPCs
Post by: jadecourtflunky on January 29, 2011, 12:53:17 PM
They look great. Thanks.
Title: Re: Generic NPCs
Post by: Buscadera on January 29, 2011, 03:15:32 PM
The orks look great. Thanks!
Title: Re: Generic NPCs
Post by: Sanctaphrax on January 29, 2011, 07:37:16 PM
Nice as it is to hear praise, I was hoping for constructive criticism. I'm sure there's something that you think is off...

Anyway, here's the spy. I decided that he ought to have a lot of fate points, so I didn't give him as many stunts as I could have. I may do more spies if inspiration strikes me, since this one doesn't cover all the bases.

Spy (Chest Deep)

High Concept: Spy
Other Aspects: Master Of Disguise, Trained Killer
Skills:
Great: Deceit, Fists, Guns
Good: Alertness, Endurance, Discipline
Fair: Burglary, Investigation, Athletics
Average: Presence, Conviction, Stealth
Stunts:
Impersonator (Deceit): +2 to Deceit when impersonating someone, may perform full impersonations given time to prepare.
Make-Up Artist (Deceit): +2 to create disguises.
Footwork (Fists): Use Fists to defend against everything in combat.
Nasty Infighter (Fists): May use Fists to grapple.
Total Refresh Cost:
-2 (Pure Mortal)
Refresh Total:
6
Title: Re: Generic NPCs
Post by: Katarn on January 31, 2011, 11:17:05 PM
Credit goes to Buscadera: He came up with the idea, I formulated possible powers, he translated into in-game mechanics.  I fleshed out the story a little, here.

Molemen operate in small packs (usually a dozen or less).  Not Fae, they serve various Earthen spirits.  Most of the time they serve the Spirit's down below, but occasionally are commanded by their masters to venture to the surface.  They usually travel with at least one or two higher-level Molemen in case of a cave collapse (escape into the NeverNever).  As often as not, a mortal may make a deal with one of these Earthen deities to "borrow" these creatures for their own designs.


Stunts/Powers:
*Inhuman Strength [-2]
*Inhuman Toughness [-2]
*Claws [-1]
*Cloak of Shadows [-1].
Total Refresh: 6

 The higher-level ones have Worldwalker [-2] (Refresh 8 ).  There is always at least one of these in a pack.
Title: Re: Generic NPCs
Post by: 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?

Vampire Poser (Hydrophobe)

High Concept: Vampire Impersonator
Other Aspects: Might Well Think That He's The Real Thing, A Real Vampire's Lunch, Drama Monarch, Creature Of The Night
Skills:
Good: Performance
Fair: Rapport, Presence
Average: Scholarship, Stealth, Empathy
Stunts:
Method Actor (Performance): May use Performance instead of Deceit to impersonate a vampire, may create vampire disguise that will stand up to inspection.
Vampires Are Scary (Performance): May use Performance to intimidate when impersonating a vampire.
Vampire Poser (Performance): +2 to Performance when Impersonating a vampire.
Total Refresh Cost:
-1 (Pure Mortal)
Refresh Total:
1
Title: Re: Generic NPCs
Post by: 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 :) ....
Title: Re: Generic NPCs
Post by: bibliophile20 on February 03, 2011, 12:38:40 AM
That guy looks like the kind of guy who gets his face broken when he tries to scare a jumpy PC :) ....
If he's lucky.  If he tries to jump--or even walk menacingly--near a wizard, he might just end up roasted.
Title: Re: Generic NPCs
Post by: jadecourtflunky on February 03, 2011, 01:13:24 AM
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.
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 03, 2011, 02:55:56 AM
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.
Title: Re: Generic NPCs
Post by: Katarn on February 03, 2011, 03:02:09 AM
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?

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).
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 03, 2011, 11:11:29 PM
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
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 04, 2011, 01:50:18 AM
Wolf Ghost (Up To Your Waist)

High Concept: Ghostly Wolf
Other Aspects: Completely Mad, Inappropriate Instincts
Skills:
Great: Alertness, Fists
Good: Endurance, Athletics
Fair: Intimidate, Might, Survival
Average: Conviction, Discipline, Empathy, Presence, Rapport
Powers:
Spirit Form (Poltergeist) [-5]
Pack Instincts [-1]
Echoes Of The Beast (Wolf) [-1]
Claws [-1]
Inhuman Strength [-2]
Inhuman Speed [-2]
Physical Immunity [-8]
The Catch (Anyone the ghost has acknowledged, ghost dust, etc) [+2]
Swift Transition (No Mortal Home) [-1]
Total Refresh Cost:
-19
Refresh Total:
-12
Title: Re: Generic NPCs
Post by: devonapple on February 04, 2011, 02:30:50 AM
Wolf Ghost (Up To Your Waist)
...
Pack Instincts [-1]
...
-19
Refresh Total:
-12

Good heavens, there's going to be a PACK of these 19-Refresh monstrosities?  :o
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 04, 2011, 02:37:16 AM
I basically just took a wolf and stuck the ghost template on it. Which happens to cost 12 refresh.

Ghosts are hugely expensive refresh-wise. And their combat ability doesn't reflect it. These guys are less threatening than ordinary ghouls.

Kinda bugs me. 19 refresh ought to be impressive, but in this case it really isn't.

So yeah, there could be packs of these. I think a Submerged group could handle such a thing.
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 04, 2011, 09:43:59 PM
Child Ghost (Hydrophobe)

High Concept: Ghostly Child
Other Aspects: Absolutely Pitiful, Surprisingly Strong-Willed
Skills:
Fair: Conviction, Rapport
Average: Discipline, Alertness, Stealth, Empathy, Deceit, Burglary
Stunts:
Pitiful (Rapport): +2 to Rapport when making maneuvers to create aspects based off of pity.
Powers:
Spirit Form [-3]
Physical Immunity [-8]
The Catch (Anyone the ghost has acknowledged, ghost dust, etc) [+2]
Swift Transition (No Mortal Home) [-1]
Total Refresh Cost:
-11
Refresh Total:
-9
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 05, 2011, 03:55:24 AM
Serial Killer Ghost (Chest Deep)

High Concept: Ghostly Serial Killer
Other Aspects: Absolutely Terrifying, Kills With A Frickin' Crossbow, Body Snatcher, Urban Superpredator
Skills:
Great: Bows, Intimidation, Discipline
Good: Survival, Alertness, Conviction
Fair: Endurance, Athletics, Fists
Average: Presence, Deceit, Burglary
Stunts:
Crossbow Murderer (Bows): attacks with a crossbow inflict +2 stress.
Urban Superpredator (Survival): +1 to Survival in cities, may use all Survival trappings in cities.
Terrifying Demeanor (Intimidation): May use Intimidation for social defence.
Powers:
Domination (Possession) [-5]
Ghostly Crossbow [-2] (Lets him pull a weapon: 2 crossbow out of nowhere)
Spirit Form [-3]
Physical Immunity [-8]
The Catch (Anyone the ghost has acknowledged, ghost dust, etc) [+2]
Swift Transition (No Mortal Home) [-1]
Total Refresh Cost:
-20
Refresh Total:
-12
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 05, 2011, 04:05:39 AM
Dream Lord (Feet In The Water)

High Concept: Ghostly Master Of Dreams
Other Aspects: In Here I'm God, Bringer Of Nightmares
Skills:
Great: Discipline
Good: Conviction, Presence
Fair: Intimidation, Lore, Empathy
Average: Alertness, Rapport, Endurance, Deceit
Stunts:
Landscape Command (Discipline): +2 to maneuvers with Demense.
Welcome To My World (Presence): +1 to all social skills when interacting with dreamers in his Demense.
Powers:
Demense (Dreamworld) [-1]
Spirit Form [-3]
Physical Immunity [-8]
The Catch (Anyone the ghost has acknowledged, ghost dust, etc) [+2]
Swift Transition (No Mortal Home) [-1]
Total Refresh Cost:
-13
Refresh Total:
-7
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 05, 2011, 04:15:28 AM
True Believer Ghost (Feet In The Water)

High Concept: Righteous Dead
Other Aspects: Guardian Spirit, Friends Among The Living And The Dead, Expert On The Afterlife
Skills:
Great: Conviction
Good: Contacts, Lore
Fair: Scholarship, Empathy, Rapport
Average: Presence, Discipline, Resources, Craftsmanship
Stunts:
Threshold Guardian (Conviction): +3 to Conviction for Bless This House.
Rebuke The Wicked (Conviction): May use Conviction to create blocks in physical conflicts.
Expert On The Afterlife (Lore): +1 to Lore about what happens after death, +2 about ghosts.
Powers:
Guide My Hand [-1]
Bless This House [-1]
Spirit Form [-3]
Physical Immunity [-8]
The Catch (Anyone the ghost has acknowledged, ghost dust, etc) [+2]
Swift Transition (No Mortal Home) [-1]
Total Refresh Cost:
-15
Refresh Total:
-9
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 05, 2011, 04:18:04 AM
And with that I'm out of ghost ideas. Will that be enough?
Title: Re: Generic NPCs
Post by: jadecourtflunky on February 05, 2011, 12:51:35 PM
How about an ancient ghost (
(click to show/hide)
)
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 05, 2011, 10:50:58 PM
Those are in OW. Page 57.

If you want something a touch more impressive, try using the bodyguard ghost with the protection-based stunts swapped out for a generic +1 to hit +2 stress with a given weapon.

I can't do any better than that with so little idea of what you want.
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 06, 2011, 01:25:50 AM
Here's my take on the Made Man. I just fiddled with the one in OW to make it.

Made Man (On The Beach)

High Concept: Made Man
Other Aspects: Connected, A Better Class Of Bruiser
Skills:
Good: Fists, Guns
Fair: Alertness, Burglary, Intimidation
Average: Presence, Deceit, Endurance
Stunts:
Armed Arts (Fists): Wield baseball bat and switchblade with Fists.
You Don't Mess With A Made Man (Intimidation): +2 to Intimidation when status as a made man is relevant.
Connected (Contacts): +2 to Contacts within organized crime.
Pretty Good At Not Getting Shot (Fists): Defend against all physical attacks with Fists.
Total Refresh Cost:
-2 (Pure Mortal)
Refresh Total:
2
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 06, 2011, 02:42:57 AM
Bagman (On The Beach)

High Concept: Corrupt Cop
Other Aspects: Living The High Life, Two Masters, Look Out For Number One
Skills:
Good: Deceit
Fair: Contacts, Investigation, Resources, Guns
Average: Endurance, Athletics, Alertness, Fists
Stunts:
I'm Honest (Deceit): +2 to Deceit when pretending to be an honest cop.
Police Ties (Contacts): +2 to Contacts when dealing with other policemen.
Mob Ties (Contacts): +2 to Contacts when dealing with the mob.
Take A Bribe (Resources): May take a point of sponsor debt to get +2 to Resources and negate 2 points of legal difficulties.
Total Refresh Cost:
-2 (Pure Mortal)
Refresh Total:
2
Title: Re: Generic NPCs
Post by: jadecourtflunky on February 06, 2011, 11:17:04 PM
Thanks for all the ghosts. They should be useful.
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 06, 2011, 11:24:00 PM
Um, wait. What happened to the request for the ancient ghost? Have you given up on it?
Title: Re: Generic NPCs
Post by: jadecourtflunky on February 07, 2011, 01:12:48 AM
I'll pick up OW soon anyways, and I probably won't need that one yet...
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 07, 2011, 06:28:48 PM
I warn you, it might not live up to your expectations. It's really just a boring supernatural mook.
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 09, 2011, 01:38:35 AM
Organized Crime Right-Hand Man (Up To Your Waist)

High Concept: Second In Command Of The Local Mafia
Other Aspects: Loyal?, Jack Of All Trades, Combat Leader
Skills:
Great: Guns
Good: Fists, Intimidation, Endurance
Fair: Contacts, Presence, Alertness, Resources
Average: Athletics, Burglary, Deceit, Might
Stunts:
Connected (Contacts): +2 Contacts in organized crime.
Filthy Lucre (Resources): +2 Resources for illegal purposes.
Mafia Sub-Boss (Contacts): May use Contacts to hire criminals.
Bolstered Presence (Presence): +2 to Presence as long as he has some junior mobsters around.
Footwork (Fists): May use Fists for physical defence.
Mobsters Are Scary (Intimidation): +2 to Intimidation when acting with the backing of his organization.
Implied Threat (Intimidation): May use Intimidation for social defence.
Total Refresh Cost:
-5 (Pure Mortal)
Refresh Total:
2
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 10, 2011, 08:43:03 PM
Vice Squad Sergeant (Feet In The Water)

High Concept: Vice Squad Sergeant
Other Aspects: Brilliant Detective, Not Really A Fighter, In Command
Skills:
Great: Investigation
Good: Contacts, Alertness
Fair: Guns, Resources, Intimidation
Average: Presence, Fists, Endurance, Athletics
Stunts:
Vice Detective (Investigation): +2 to Investigation when dealing with vice cases.
Police Ties (Contacts): +2 to Contacts when dealing with other policemen.
Group Leader (Contacts): May use Contacts to hire people.
Subordinates (Contacts): May use Contacts to declare presence of other policemen.
Reading Suspects (Investigation): May use Investigation instead of Empathy when his target is a suspected criminal.
Bolstered Presence (Presence): +2 to Presence when other policemen are present.
Total Refresh Cost:
-4 (Pure Mortal)
Refresh Total:
2
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 10, 2011, 08:47:22 PM
And now that (I think) I'm done with that huge list of requests, I'm moving on to Xthropes and were-Xs. I already have a fair number of ideas, but requests are always welcome.
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 10, 2011, 09:25:39 PM
Lycanthrope Berserker (On The Beach)

High Concept: Lycanthrope Berserker
Other Aspects: Stereotypical Viking, Empowered By The Full Moon
Skills:
Good: Weapons, Endurance
Fair: Might, Fists, Athetics
Average: Intimidation, Alertness, Survival
Stunts:
Berserker (Weapons): May go berserk in combat, attacking until death. When berserk, attacks are at +1 and inflict +1 stress but defence is at -1.
Powers:
Echoes Of The Beast (Wolf) [-1]
Pack Instincts [-1]
Human Form (When the full moon is up) [+2]
Inhuman Strength [-2]
Inhuman Recovery [-2]
The Catch (unknown) [+0]
Total Refresh Cost:
-5
Refresh Total:
-1
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 10, 2011, 10:53:55 PM
Felinathrope Burglar (Feet In The Water)

High Concept: Cat Burglar
Other Aspects: Empowered By The New Moon
Skills:
Great: Burglary
Good: Athletics, Stealth
Fair: Fists, Alertness, Deceit
Average: Presence, Rapport, Endurance, Lore
Stunts:
The Big Picture (Burglary): Define an additional aspect when Casing with Burglary.
Powers:
Echoes Of The Beast (Housecat) [-1]
Cloak Of Shadows [-1]
Human Form (When the new moon is up) [+2]
Inhuman Speed [-2]
Inhuman Recovery [-2]
Total Refresh Cost:
-5
Refresh Total:
1
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 11, 2011, 01:27:54 AM
Turtlethrope Hermit (Feet In The Water)

High Concept: Turtle-Souled Hermit
Other Aspects: One With Nature, Perfect Tranquility, Skin Like Stone, Empowered By Water
Skills:
Great: Endurance, Discipline
Good: Conviction, Survival
Fair: Alertness, Fists
Average: Presence, Lore
Stunts:
Shrug It Off (Endurance): Defend against physical attacks with Endurance.
Powers:
Echoes Of The Beast (Turtle) [-1]
Aquatic [-1]
Human Form (When wet) [+2]
Inhuman Toughness [-2]
Inhuman Recovery [-2]
Total Refresh Cost:
-5
Refresh Total:
1
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 14, 2011, 10:28:42 PM
Lycanthrope Biker (Feet In The Water)

High Concept: Lycanthrope Biker
Other Aspects: Empowered By The Full Moon, My Gang Is My Pack
Skills:
Great: Fists
Good: Endurance, Intimidation
Fair: Driving, Alertness, Might
Average: Presence, Survival, Contacts, Athletics
Stunts:
Biker (Driving): +2 to Driving when driving a motorcycle.
Powers:
Echoes Of The Beast (Wolf) [-1]
Pack Instincts [-1]
Human Form (When the full moon is up) [+2]
Inhuman Strength [-2]
Inhuman Recovery [-2]
Total Refresh Cost:
-5
Refresh Total:
1
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 14, 2011, 10:31:17 PM
And with that, I'm out of thrope ideas. Before I move on to werecreatures, I want to make one really powerful and impressive thrope.

Any ideas?
Title: Re: Generic NPCs
Post by: devonapple on February 14, 2011, 10:37:21 PM
And with that, I'm out of thrope ideas. Before I move on to werecreatures, I want to make one really powerful and impressive thrope.

Any ideas?

A boar, or perhaps a bear (I think I tried that one).
Orangutan or gorilla?
Maybe a crocodile lycanthrope who is adept at wrestling.
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 14, 2011, 10:57:42 PM
All good ideas, but not really what I'm looking for. I'd like to make something that stands head-and-shoulders above ordinary thropes. Like a dracothrope or something like that.

I think I'll make the crocothrope wrestler, but I'm not sure what would be a good condition for him to use his powers in.

And I still need a super-thrope idea of some kind.
Title: Re: Generic NPCs
Post by: bibliophile20 on February 14, 2011, 11:12:26 PM
All good ideas, but not really what I'm looking for. I'd like to make something that stands head-and-shoulders above ordinary thropes. Like a dracothrope or something like that.

I think I'll make the crocothrope wrestler, but I'm not sure what would be a good condition for him to use his powers in.

And I still need a super-thrope idea of some kind.
Elephant therianthrope. 
Title: Re: Generic NPCs
Post by: devonapple on February 14, 2011, 11:23:20 PM
And I still need a super-thrope idea of some kind.

Maybe a dinothrope?  You could have a bunch of rednecks slavering and foaming as they run around on their tiptoes with their arms held out in front of them like birds.

"I have a big head... and little arms. (http://3.bp.blogspot.com/_mnGMFngUJWg/TI-cfI2ZFbI/AAAAAAAAAGw/dl5xc2T7AU0/s1600/big_head_little_arms_small.jpg)"
"Or a chain gun. (http://www.cracked.com/funny-6199-tyrannosaurus-rex/)"
Title: Re: Generic NPCs
Post by: jadecourtflunky on February 15, 2011, 12:23:49 AM
Try going for a (whatever ant is in latin) queen with the ability to infect others with worker-ant thingies. Oh, and her powers work 24/7. Epic by sheer numbers.
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 15, 2011, 01:28:13 AM
Thanks, guys. Those are great ideas.

I figure that the Formithrope Queen would be a fairly ordinary thrope with Master Dominator and leadership skills/stunts. I think I might stick with just Inhuman Recovery for physical powers.

The Tyrranothrope and Pachythrope also sound good, although they'll be quite similar to each other. Strength, Toughness, and Recovery with a stunt or two ought to cover it. I'm not sure about changing conditions, whether to give them Inhuman or Supernatural powers, and what stunts they should have.

By the way, I think that I'll be making an outsider-thrope to round out the list with something that isn't a real animal.
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 15, 2011, 03:43:04 AM
Pachythrope Loremaster (Submerged)

High Concept: Elephant-Souled Scholar
Other Aspects: An Elephant Never Forgets, Lumbering Hulk
Skills:
Superb: Lore, Endurance
Great: Might, Scholarship
Good: Fists, Discipline
Fair: Alertness, Intimidation, Athletics
Average: Presence, Conviction, Rapport, Empathy, Resources
Stunts:
An Elephant Never Forgets (Scholarship): +2 to Scholarship when trying to declare minor details.
Memorized A Library (Lore): Base quality of occult library on Lore rather than Resources.
Powers:
Echoes Of The Beast (Elephant) [-1]
Herd Instincts [-1]
Human Form [+1]
Inhuman Strength [-2]
Inhuman Toughness [-2]
Inhuman Recovery [-2]
Total Refresh Cost:
-9
Refresh Total:
1
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 15, 2011, 03:56:00 AM
Formithrope Queen (Chest Deep)

High Concept: Formithrope Queen
Other Aspects: You Will Be Assimilated, I Have Drones For That, No Reason Not To Be Civil
Skills:
Great: Contacts, Presence, Discipline
Good: Resources, Fists, Endurance
Fair: Deceit, Empathy, Alertness
Average: Athletics, Rapport, Conviction
Stunts:
Bolstered Presence (Presence): +2 to Presence when drones are present.
Scary Underlings (Presence): May use Presence to intimidate as long as drones are present.
Influence Of The Hive (Contacts): May use Contacts to hire people.
Never Without A Few Drones (Contacts): May use Contacts to declare presence of drones.
Powers:
Echoes Of The Beast (Ant) [-1]
Hive Instincts [-1]
Domination (Master Dominator) [-4]
Inhuman Recovery [-2]
Total Refresh Cost:
-12
Refresh Total:
-4
Title: Re: Generic NPCs
Post by: bibliophile20 on February 15, 2011, 04:14:55 AM
Formithrope Queen (Chest Deep)

High Concept: Formithrope Queen
Other Aspects: You Will Be Assimilated, I Have Drones For That, No Reason Not To Be Civil
Skills:
Great: Contacts, Presence, Discipline
Good: Resources, Fists, Endurance
Fair: Deceit, Empathy, Alertness
Average: Athletics, Rapport, Conviction
Stunts:
Bolstered Presence (Presence): +2 to Presence when drones are present.
Scary Underlings (Presence): May use Presence to intimidate as long as drones are present.
Influence Of The Hive (Contacts): May use Contacts to hire people.
Never Without A Few Drones (Contacts): May use Contacts to declare presence of drones.
Powers:
Echoes Of The Beast (Ant) [-1]
Hive Instincts [-1]
Domination (Master Dominator) [-4]
Inhuman Recovery [-2]
Total Refresh Cost:
-12
Refresh Total:
-4
I now need to add Channeling [Earth] to this character, just so she can use lightning attacks.  After all, Resistance Is Futile.  :D
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 15, 2011, 09:42:32 PM
Is that a Star Trek reference? I've never seen the show, I just stole a line from it.
Title: Re: Generic NPCs
Post by: devonapple on February 15, 2011, 11:54:26 PM
Formithrope Warrior (Chest Deep)

High Concept: Formithrope Warrior
Other Aspects: You Will Be Assimilated, Blind Loyalty
Skills:
Great: Might, Fists, Endurance
Good: Athletics, Alertness, Intimidation
Fair: Discipline, Survival, Investigation
Average: Empathy, Rapport, Presence
Stunts:
Bolstered Presence (Presence): +2 to Presence when drones are present.
Mighty Thews (Might): +2 Might when determining approximate lifting capacity.
Lethal Weapon (Fists): When using Fists to strike an unarmored opponent, you are considered to have Weapon:2.
No Pain, No gain (Endurance): You may take two additional mild physical consequences.
Powers:
Echoes Of The Beast (Ant) [-1]
Hive Instincts [-1]
Human Form [+1]
Inhuman Recovery [-2]
Inhuman Strength [-2]
Total Refresh Cost:
-9
Refresh Total:
-1
Title: Re: Generic NPCs
Post by: bibliophile20 on February 16, 2011, 12:39:38 AM
Is that a Star Trek reference? I've never seen the show, I just stole a line from it.
Oy.  Yup, it's a reference.
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 16, 2011, 01:15:49 AM
Formithrope Warrior looks great, except that the refresh total should be 1 instead of -1. Positive refresh seems inappropriate, though, so maybe another stunt would be a good idea.

Anyway, Master Dominator lets you create enhanced Renfields with Inhuman Strength and Recovery. I think that maybe the queen's enhanced Renfields/drones should also have Human Form (only while the queen is present) modifying their physical powers, Echoes Of The Beast (Ant), and Hive Instincts. Same refresh cost, but better flavour.
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 16, 2011, 03:41:18 AM
Dinothrope Caveman (On The Beach)

High Concept: Dinothrope Caveman
Other Aspects: Savage, Top Of The Food Chain
Skills:
Good: Might, Endurance
Fair: Fists, Survival, Endurance
Average: Alertness, Intimidation, Craftsmanship
Stunts:
Huge Stone Club (Might): May wield improvised bludgeoning weapons with Might.
Caveman Lifestyle (Survival): Ignore 2 shifts worth of increased Survival difficulty from lack of tools.
Powers:
Echoes Of The Beast (T-Rex) [-1]
Human Form [+1]
Inhuman Strength [-2]
Inhuman Toughness [-2]
Inhuman Recovery [-2]
Total Refresh Cost:
-8
Refresh Total:
-4
Title: Re: Generic NPCs
Post by: devonapple on February 16, 2011, 06:18:48 PM
Anyway, Master Dominator lets you create enhanced Renfields with Inhuman Strength and Recovery. I think that maybe the queen's enhanced Renfields/drones should also have Human Form (only while the queen is present) modifying their physical powers, Echoes Of The Beast (Ant), and Hive Instincts. Same refresh cost, but better flavour.

Would the Renfields act like - or, in fact, *be* - their normal selves, until they get close enough to their Queen? How are you visualizing the way players would end up interacting with/uncovering these type of creatures? Could you give a brief summary of how a Formithrope "colony" would operate?
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 16, 2011, 08:08:28 PM
I honestly never put all that much thought into it. That being said, here's how I'd approach it.

Each colony starts with a queen. The queen moves into a new area and begins using her Dominate power to create Renfields/drones. Drones resemble their former selves except that they have no initiative or imagination and severely dulled emotions. For that reason, the first targets are usually low-level functionaries and labourers without close family/friends. Said drones continue their lives as normal except when ordered otherwise.

Once the queen has a few drones, she'll try to get pregnant. Female children become queens, male children become warriors. The warriors and queens live off of the drones' money and spend their time feuding with other supernatural groups for territory and power. The leader of the hive is the oldest queen, and many queens kill off their mothers/older sisters or run away from home so that they can be in charge.

Does that sound reasonable?
Title: Re: Generic NPCs
Post by: devonapple on February 16, 2011, 08:23:22 PM
Does that sound reasonable?

It sure does! I was imagining another option in which her drones have normal lives, but when she is nearby or otherwise calls them, they revert to their drone state and report in. Players could encounter someone who has gaps of memory, or a friend reporting mysterious absences.

But it is simple enough to have the drones simply broken, fulfilling only the minimal requirements of their former lives.
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 17, 2011, 02:26:50 AM
Yeah, that would work too. It presents interesting moral questions, and I understand that some people like that sort of thing.
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 17, 2011, 10:59:17 PM
Aw, dammit. I erased the Dinothrope Caveman. I'm rewriting it from memory now, so tell me if you notice something wrong.

Outsiderthrope Artist (Chest Deep)

High Concept: Outsider-Possessed Artist
Other Aspects: Looks Nonthreatening, Cult Following, Vanguard Of The Invasion
Skills:
Superb: Performance
Great: Lore, Conviction
Good: Endurance, Fists
Fair: Athletics, Alertness, Deceit
Average: Resources, Presence, Discipline, Scholarship, Craftsmanship
Stunts:
Inspired By The Outside (Performance): +2 to Performance when the subject matter is Outsider-related.
Eldritch Artwork (Performance): May use Performance for Incite Emotion.
Lunatic's Attitude (Conviction): May use Conviction for social defence.
Expert On The Outside (Lore): +1 to Lore concerning Outsiders, +2 to Lore concerning Outsider-affiliated mortals.
Cult Following (Performance): Use Performance instead of Contacts when dealing with his target audience (Outsider-worshippers).
Powers:
Incite Emotion (horrified awe) [-1]
At Range [-1]
Eldritch Artwork [-1] (May create artwork that hits everyone who views it with Incite Emotion)
Lasting Emotion [-1]
Potent Emotion [-1]
Echoes Of The Outsider [-1]
Human Form (When the Outer Gates are open) [+2]
Inhuman Strength [-2]
Supernatural Recovery [-4]
The Catch (things made specifically to combat outsiders) [+1]
Physical Immunity [-8]
The Catch (only immune to magic) [+5]
Total Refresh Cost:
-17
Refresh Total:
-9
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 18, 2011, 02:51:39 AM
And now for Weres. I'm not going to be writing up human forms for these guys. I'll just make the animal form, maybe with a refresh point or two left over for stunts.

Here's my current list of animals (and monsters) to make wereforms for:

Python
Viper
Bat
Eagle/Falcon
Rhino/Elephant
Shark
Horse
Bear
Dragon
Giant Spider
Goo Monster

Does anyone have anything to add?
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 18, 2011, 03:53:19 AM
Werepython (Feet In The Water)

High Concept: Werepython
Other Aspects: I Want To Hug You
Skills:
Great: Might
Good: Endurance, Fists
Fair: Alertness, Stealth, Intimidation
Average: Conviction, Survival, Athletics, Discipline
Powers:
Echoes Of The Beast [-1]
Beast Change [-1]
Human Form [+1]
Claws [-1]
Inhuman Strength [-2]
Total Refresh Cost:
-4
Refresh Total:
2
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 18, 2011, 04:00:14 AM
Wereviper (Feet In The Water)

High Concept: Wereviper
Other Aspects: Ruthless Patience, No Interest In A Fair Fight
Skills:
Great: Fists
Good: Alertness, Stealth
Fair: Athletics, Intimidation, Discipline
Average: Endurance, Conviction, Might, Survival
Powers:
Echoes Of The Beast (Viper) [-1]
Beast Change [-1]
Human Form [+1] affecting:
Claws (Venomous) [-3]
Total Refresh Cost:
-4
Refresh Total:
2
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 18, 2011, 04:20:12 AM
Werebat (Feet In The Water)

High Concept: Werebat
Other Aspects: Bats Don't Fight, Not Even Close To Blind
Skills:
Great: Alertness, Athletics
Good: Stealth, Investigation
Fair: Survival, Discipline
Average: Lore, Conviction
Powers:
Echoes Of The Beast (Bat) [-1]
Beast Change [-1]
Human Form [+1] affecting:
Diminutive Size [-1]
Cloak Of Shadows [-1]
Wings [-1]
Total Refresh Cost:
-4
Refresh Total:
2
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 18, 2011, 04:36:37 AM
Werefalcon (Feet In The Water)

High Concept: Werefalcon
Other Aspects: Death From Above
Skills:
Great: Athletics, Fists
Good: Alertness, Stealth
Fair: Endurance, Survival
Average: Conviction, Intimidation
Powers:
Echoes Of The Beast (Falcon) [-1]
Beast Change [-1]
Human Form [+1] affecting:
Claws [-1]
Inhuman Speed [-2]
Wings [-1]
Total Refresh Cost:
-5
Refresh Total:
1
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 18, 2011, 04:52:15 AM
Wereelephant (Submerged)

High Concept: Wereelephant
Other Aspects: Goddamn Huge, Surprisingly Social
Skills:
Superb: Might, Endurance
Great: Fists, Alertness
Good: Presence, Intimidation
Fair: Survival, Athletics, Discipline
Average: Conviction, Rapport, Empathy, Lore, Scholarship
Powers:
Echoes Of The Beast (Elephant) [-1]
Beast Change [-1]
Human Form [+1] affecting:
Hulking Size [-2]
Claws [-1]
Supernatural Strength [-4]
Supernatural Toughness [-4]
The Catch (heavy weapons, weak spots) [+3]
Total Refresh Cost:
-9
Refresh Total:
1
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 18, 2011, 06:00:50 PM
Not really satisfied with the catch on this guy or the werebear. Alternate suggestions are more than welcome.

Wereshark (Feet In The Water)

High Concept: Wereshark
Other Aspects: Aquatic, The Scent Of Blood
Skills:
Great: Fists
Good: Endurance, Athletics
Fair: Alertness, Intimidation, Might
Average: Survival, Discipline, Conviction, Stealth
Powers:
Echoes Of The Beast (Shark) [-1]
Beast Change [-1]
Human Form [+1] affecting:
Claws [-1]
Aquatic (Not Amphibious) [-0]
Inhuman Strength [-2]
Inhuman Toughness [-2]
The Catch (massive trauma) [+1]
Total Refresh Cost:
-5
Refresh Total:
1
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 18, 2011, 06:06:37 PM
Werebear (Feet In The Water)

High Concept: Werebear
Other Aspects: Never Back Down, Species Differences
Skills:
Great: Fists
Good: Might, Endurance
Fair: Athletics, Intimidation, Survival
Average: Alertness, Discipline, Conviction, Stealth
Powers:
Echoes Of The Beast (Bear) [-1]
Beast Change [-1]
Human Form [+1] affecting:
Claws [-1]
Inhuman Strength [-2]
Inhuman Toughness [-2]
The Catch (massive trauma) [+1]
Total Refresh Cost:
-5
Refresh Total:
1
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 18, 2011, 06:21:26 PM
Werehorse (Feet In The Water)

High Concept: Werehorse
Other Aspects: Riding Animal, Beloved By Little Girls
Skills:
Great: Athletics
Good: Endurance, Fists
Fair: Might, Survival, Alertness
Average: Conviction, Discipline, Presence, Empathy
Stunts:
Horses Are Much Better Runners Than Humans (Athletics): +2 to sprint.
Powers:
Echoes Of The Beast (Horse) [-1]
Beast Change [-1]
Human Form [+1] affecting:
Claws [-1]
Inhuman Strength [-2]
Total Refresh Cost:
-5
Refresh Total:
1
Title: Re: Generic NPCs
Post by: bibliophile20 on February 18, 2011, 08:52:52 PM
Not really satisfied with the catch on this guy or the werebear. Alternate suggestions are more than welcome.

...
The Catch (weak points) [+1]

Yeah, that'd only work against a were-crab, and only FOR MASSIVE DAMAGE!  ;D

Seriously, though, massive systemic trauma is usually a good bet.  I'd say anything with a Weapon:3-4+ is a good bet; a shotgun or grenade will ruin anyone's day. 
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 18, 2011, 11:20:09 PM
Giant Enemy Crab (Feet In The Water)

High Concept: Giant Enemy Crab
Other Aspects: An Element Of Japanese History, Attack Its Weak Point
Skills:
Great: Fists, Might
Good: Endurance, Discipline
Fair: Alertness, Athletics
Average: Survival, Conviction
Stunts:
Unfeeling Crab-Creature (Endurance): Use Endurance to calculate social stress capacity.
Vise Grip (Might): +1 to grapple.
Powers:
Aquatic [-1]
Echoes Of The Beast (Crab) [-1]
Claws [-1]
Hulking Size [-2]
Inhuman Strength [-2]
Supernatural Toughness [-4]
The Catch (weak point) [+3]
Total Refresh Cost:
-10
Refresh Total:
-4
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 19, 2011, 02:40:06 AM
Weredragon (Submerged)

High Concept: Weredragon
Other Aspects: Legless And Armless, No Match For The Real Thing, Behold My True Form And Despair
Skills:
Superb: Weapons
Great: Athletics, Might
Good: Endurance, Fists, Intimidation
Fair: Alertness, Lore, Presence, Discipline
Average: Conviction, Investigation, Stealth, Deceit, Empathy
Powers:
Beast Change [-1]
Human Form [+1] affecting:
Wings [-1]
Breath Weapon [-2]
Supernatural Strength [-4]
Supernatural Toughness [-4]
The Catch (the underbelly) [+2]
Total Refresh Cost:
-9
Refresh Total:
1
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 19, 2011, 03:00:51 AM
Weregiantspider (Submerged)

High Concept: Weregiantspider
Other Aspects: Eeeeek!, Webweaver, Silent Death
Skills:
Superb: Fists
Great: Craftsmanship, Athletics, Stealth
Good: Endurance, Intimidation, Alertness
Fair: Might, Discipline, Survival
Average: Presence, Conviction, Burglary
Powers:
Echoes Of The Beast (Spider) [-1]
Beast Change [-1]
Human Form [+1] affecting:
Spider Walk [-1]
Claws (Venomous) [-3]
Inhuman Strength [-2]
Inhuman Toughness [-2]
The Catch (massive trauma) [+1]
Total Refresh Cost:
-8
Refresh Total:
2
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 20, 2011, 03:36:19 AM
Used a homebrew power on this one. You can find it on reply #96 of the custom power thread.

Weregoomonster (Submerged)

High Concept: Weregoomonster
Other Aspects: Fights By Crushing, Horribly Messy
Skills:
Superb: Might
Great: Endurance, Fists
Good: Athletics, Intimidation, Alertness
Fair: Lore, Investigation, Survival, Discipline
Average: Conviction, Presence, Scholarship, Burglary, Weapons
Powers:
Beast Change [-1]
Human Form [+1] affecting:
Amorphous Form [-1]
Living Rope [-1]
No Internal Anatomy [-1]
Long Reach [-1]
Hulking Size [-2]
Inhuman Strength [-2]
Inhuman Toughness [-2]
Inhuman Recovery [-2]
The Catch (anything other than kinetic energy) [+3]
Total Refresh Cost:
-9
Refresh Total:
1
Title: Re: Generic NPCs
Post by: Mal_Luck on February 21, 2011, 08:03:32 AM
If you haven't made one already, I've love to see a NPC reporter.  Both newbie and experienced reporters  :P
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 22, 2011, 01:04:54 AM
Reporter (Hydrophobe)

High Concept: Investigative Reporter
Other Aspects: New To The Job, Very Friendly, Just Keep Digging
Skills:
Good: Investigation
Fair: Rapport
Average: Presence, Empathy, Alertness, Deceit, Scholarship
Stunts:
Investigative Reporter (Investigation): May use Investigation instead of Performance for journalism.
Interviewer (Rapport): +2 to Rapport when using it to extract information.
Total Refresh Cost:
0 (Pure Mortal)
Refresh Total:
2
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 22, 2011, 01:31:39 AM
Reporter (Feet In The Water)

High Concept: Investigative Reporter
Other Aspects: Been At This For A While, Network Of Informants, Just Keep Digging
Skills:
Great: Investigation
Good: Contacts
Fair: Empathy, Alertness, Rapport
Average: Conviction, Presence, Resources, Scholarship, Deceit, Discipline
Stunts:
Investigative Reporter (Investigation): May use Investigation instead of Performance for journalism.
Excellent Journalist (Investigation): +2 to Investigation when using it to replace Performance.
Interviewer (Rapport): +2 to Rapport when using it to extract information.
Journalist's Network (Contacts): +2 to Gather Information or Get The Tip Off about things that qualify as news.
Total Refresh Cost:
-2 (Pure Mortal)
Refresh Total:
4
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 24, 2011, 02:59:13 AM
I'm open to requests again. If nobody has any, I'll just follow Tbora's monsters A-Z suggestion.
Title: Re: Generic NPCs
Post by: Tbora on February 24, 2011, 03:37:11 PM
You said you wanted to go and make a bunch of angelic types/true believers earlier.

You now have time for that.
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 24, 2011, 11:13:53 PM
I had totally forgotten.

Thanks, Tbora, that's really helpful. Going back over things I said earlier, I also wanted to make some more spies.

So yeah, that's my new project. Angels and spooks.

Title: Re: Generic NPCs
Post by: jadecourtflunky on February 25, 2011, 01:09:56 AM
How would you picture a half-angel? Or even a half-fallen angel... those denarians do enjoy the "high life", and I'm assuming someone born from that wouldn't be very nice...
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 25, 2011, 01:24:03 AM
Reply #192 (it's on page #13) has Nephilim, aka half-angels. They could very easily be modified to be half-fallen.
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 25, 2011, 01:46:36 AM
Cherub (Feet In The Water)

High Concept: Angelic Messenger
Other Aspects: My Boss Moves In Mysterious Ways, Like A Winged Infant, Heavenly Artist, Not A Cherubim
Skills:
Great: Conviction
Good: Performance, Athletics
Fair: Alertness, Discipline, Lore, Bows
Average: Presence, Rapport, Empathy, Endurance
Stunts:
Inspiration From Heaven (Performance): +2 to Performance when using it for the glory of God.
Powers:
Human Guise [-0]
Wings [-1]
Swift Transition (No Mortal Home) [-1]
Inhuman Speed [-2]
Inhuman Recovery [-2]
The Catch (Unholy Stuff) [+1]
Sponsored Magic (Soulfire) [-5]
Guide My Hand [-1]
Bless This House [-1]
Righteousness [-2]
Holy Touch [-1]
Sponsored Faith [-1] (May take sponsor debt instead of paying fate points for True Faith powers)
Total Refresh Cost:
-17
Refresh Total:
-11
Title: Re: Generic NPCs
Post by: Sanctaphrax on March 02, 2011, 01:47:22 AM
And now for the second in my spy series. She's a social butterfly by preference, but a master assassin when need be. She's the Femme Fatale.

Femme Fatale (Chest Deep)

High Concept: Femme Fatale
Other Aspects: Dead Shot, On Her Own, Master Manipulator
Skills:
Superb: Deceit, Guns
Great: Empathy, Rapport
Good: Burglary, Alertness
Fair: Stealth, Athletics
Average: Endurance, Presence
Stunts:
Make-Up Artist (Deceit): +2 to create disguises.
Impersonator (Deceit): +2 to Deceit when impersonating someone, may perform full impersonations given time to prepare.
Sex Appeal (Rapport): +2 to Rapport when dealing with someone who could be attracted to you.
Assassinate (Stealth): +2 to Stealth for ambushes.
Backstab (Guns): Spend a fate point to inflict +4 stress with a Guns attack once per scene.
The Appearance Of Wealth (Deceit): Use Deceit for Money Talks trapping of Resources.
Total Refresh Cost:
-4 (Pure Mortal)
Refresh Total:
4
Title: Re: Generic NPCs
Post by: Sanctaphrax on March 06, 2011, 05:49:29 AM
Spymaster (Chest Deep)

High Concept: Spymaster
Other Aspects: Center Of The Web, Juggling Problems, Official Sanction
Skills:
Superb: Deceit, Contacts
Great: Resources, Scholarship
Good: Presence, Empathy
Fair: Rapport, Discipline
Average: Conviction, Burglary
Stunts:
The Boss (Contacts): May use Contacts to hire people.
Minions (Contacts): May use Contacts to declare presence of other spies.
Spymaster (Contacts): +2 to Contacts when dealing with spies.
I've Got Files (Resources): Library has quality equal to Resources concerning secret government stuff.
Classified Information (Scholarship): May use Scholarship to reflect knowledge of secrets and conspiracies.
Master Manipulator (Deceit): Use Deceit for social attacks designed to make people follow pre-arranged plans.
Shield Of Lies (Deceit): Use Deceit for social defence.
Total Refresh Cost:
-5 (Pure Mortal)
Refresh Total:
3
Title: Re: Generic NPCs
Post by: Sanctaphrax on March 16, 2011, 03:52:10 AM
Police Interrogator #1 (On The Beach)

High Concept: Bad Cop
Other Aspects: Not As Nasty As He Seems, Professional Interrogator
Skills:
Good: Intimidation, Investigation
Fair: Contacts, Deceit
Average: Presence, Athletics, Alertness, Guns, Fists
Stunts:
Bad Cop (Intimidation): +2 to Intimidation when working with someone who has the "Good Cop" stunt.
Reading Suspects (Investigation): May use Investigation instead of Empathy when dealing with suspected criminals.
Police Ties (Contacts): +2 to Contacts when dealing with other cops.
Imposing Attitude (Intimidation): May use Intimidation for social defence.
Total Refresh Cost:
-2 (Pure Mortal)
Refresh Total:
2

Police Interrogator #2 (On The Beach)

High Concept: Good Cop
Other Aspects: Not As Nice As He Seems, Professional Interrogator
Skills:
Good: Rapport, Investigation
Fair: Contacts, Deceit
Average: Presence, Athletics, Alertness, Guns, Fists
Stunts:
Good Cop (Rapport): +2 to Rapport when working with someone who has the "Bad Cop" stunt.
Reading Suspects (Investigation): May use Investigation instead of Empathy when dealing with suspected criminals.
Police Ties (Contacts): +2 to Contacts when dealing with other cops.
Sauve (Rapport): May use Rapport for the Brush off trapping of Intimidation.
Total Refresh Cost:
-2 (Pure Mortal)
Refresh Total:
2
Title: Re: Generic NPCs
Post by: Sanctaphrax on March 17, 2011, 04:42:21 AM
And here's the Seraphim, the highest of angels, made specifically to match the Demon Lord. You'll note that despite his vast power, he has a number of weak points.

The Divine Sanction catch means that the Seraphim is only invincible while acting on God's orders. The Incite Emotion power is weapon 4, has a range of three zones, and can be used against an entire zone if the Seraphim takes a -2 penalty to hit.

That's it for angels, unless someone has a request.

Seraphim (Deep One)

High Concept: Greatest Among The Angels
Other Aspects: My Boss Moves In Mysterious Ways, Sing For The Glory Of God, Bring The Rapture, Deus Ex Machina
Skills:
Epic: Conviction
Fantastic: Discipline, Lore
Superb: Athletics, Weapons, Presence
Great: Rapport, Intimidation, Empathy
Good: Alertness, Endurance, Fists
Fair: Bows, Might, Investigation
Average: Craftsmanship, Survival, Scholarship, Performance
Stunts:
Closer To God (Conviction): +2 to Conviction when using it with Guide My Hand.
Rapture (Conviction): Use Conviction instead of Deceit for Incite Emotion.
Sing For The Glory Of God (Conviction): Use Conviction instead of Performance when singing about God.
Holy, Holy, Holy (Conviction): +2 to Conviction when using it instead of Performance.
Powers:
Human Guise [-0]
The Sight [-1]
Gaze Of God [-0] (Reflavoured Soulgaze)
Marked By Power (God) [-1]
Incite Potent Lasting Emotion At Long Range In Bursts (Holy Joy) [-6]
Wings [-1]
Mythic Speed [-6]
Physical Immunity [-8]
The Catch (Divine Sanction) [+3]
Evocation [-3]
Thaumaturgy [-3]
Sponsored Magic (Soulfire) [-3]
Refinement [-6]
Guide My Hand [-1]
Bless This House [-1]
Righteousness [-2]
Holy Touch [-1]
Sponsored Faith [-1] (May take sponsor debt instead of paying fate points for True Faith powers)
All Creatures Are Equal Before God [-3]
Magic:
Evocation (Air, Fire, Earth, Water, Spirit): +1 fire control, +2 spirit power, +3 spirit control
Thaumaturgy: +1 miracle control, +2 miracle complexity
Foci: Sword (+1 offensive and defensive Soulfire power and control), Holy Symbol (+2 Miracle complexity)
Enchanted Items: 2 potion slots (strength 6)
Total Refresh Cost:
-48
Refresh Total:
-10
Title: Re: Generic NPCs
Post by: bibliophile20 on March 17, 2011, 12:52:51 PM
Ooh, ooh, for your thousandth post, do a guardian angel!
Title: Re: Generic NPCs
Post by: Sanctaphrax on March 17, 2011, 09:25:53 PM
Here you go. How's it look?

And now I'm a Posty McPosterpants. I don't feel any different.

Guardian Angel (Hydrophobe)

High Concept: Guardian Angel
Other Aspects: Not A Full Angel, Partially Intangible, Protector Of Children
Skills:
Good: Conviction
Fair: Alertness
Average: Empathy, Rapport, Lore, Discipline, Investigation
Stunts:
Divine Protector (Conviction): May use Conviction to create blocks against physical harm.
Improved Divine Protection (Conviction): +2 to Conviction when using it to create blocks.
Threshold Guardian (Conviction): +3 to Conviction when using it with Bless This House.
Powers:
Spirit Form [-3]
Inhuman Toughness [-2]
Inhuman Recovery [-2]
The Catch (Unholy Stuff) [+3]
Wings [-1]
Guide My Hand [-1]
Bless This House [-1]
Sponsored Faith [-1] (May take sponsor debt instead of paying fate points for True Faith powers)
Total Refresh Cost:
-11
Refresh Total:
-9
Title: Re: Generic NPCs
Post by: Sanctaphrax on March 24, 2011, 09:48:31 PM
Going to take a crack at a few D&D classes now.

Barbarian (Chest Deep)

High Concept: Barbarian
Other Aspects: Very Angry, Illiterate
Skills:
Superb: Weapons, Endurance
Great: Athletics, Alertness
Good: Might, Fists
Fair: Survival, Discipline
Average: Intimidation, Conviction
Stunts:
Rage (Weapons): May go berserk in combat, attacking until death. When berserk, attacks are at +1 and inflict +1 stress but defence is at -1.
Uncanny Dodge (Alertness): +2 when rolling against surprise.
Fast Movement (Athletics): +2 to sprint.
Uncontrollable Will (Discipline): +3 to Discipline for mental defence when Rage is active.
Powers:
Human Form variant (powers only available when using Rage stunt) [+1]
Inhuman Strength [-2]
Inhuman Toughness [-2]
The Catch (magic) [+1]
Total Refresh Cost:
-6
Refresh Total:
2
Title: Re: Generic NPCs
Post by: sandchigger on March 25, 2011, 01:27:53 AM
Going to take a crack at a few D&D classes now.

Barbarian (Chest Deep)

High Concept:
Other Aspects:
Skills:
Superb: Weapons, Endurance
Great: Athletics, Alertness
Good: Might, Fists
Fair: Survival, Discipline
Average: Intimidation, Conviction
Stunts:
Rage (Weapons): May go berserk in combat, attacking until death. When berserk, attacks are at +1 and inflict +1 stress but defence is at -1.
Uncanny Dodge (Alertness): +2 when rolling against surprise.
Fast Movement (Athletics): +2 to sprint.
Uncontrollable Will (Discipline): +3 to Discipline for mental defence when Rage is active.
Powers:
Human Form variant (powers only available when using Rage stunt) [+1]
Inhuman Strength [-2]
Inhuman Toughness [-2]
The Catch (unknown) [+0]
Total Refresh Cost:
-7
Refresh Total:
1

The Catch for Barbarians should be magic.
Title: Re: Generic NPCs
Post by: Sanctaphrax on March 25, 2011, 01:46:18 AM
Paladin (Chest Deep)

High Concept: Paladin
Other Aspects: Lawful Good, Code Of Conduct, Paladin's Mount, Knight In Shining Armour
Skills:
Superb: Conviction
Great: Presence, Weapons
Good: Fists, Endurance
Fair: Discipline, Survival, Athletics
Average: Rapport, Alertness, Lore, Empathy, Might
Stunts:
Smite Evil (Weapons): Spend a fate point when attacking a target with a catch of holy to satisfy that catch, get +2 to hit, and inflict +2 stress. (This might be better as a power.)
Paladin's Mount (Survival): +1 to ride, +2 to ride horses, +3 to ride special mount.
Lay On Hands (Conviction): Use Conviction to for medical treatment.
Aura Of Courage (Discipline): +2 to resist fear for you, +1 to resist fear for everyone around you. (Might also be better as a power.)
Powers:
Righteousness [-2]
Supernatural Sense (Detect Evil) [-1]
Total Refresh Cost:
-7
Refresh Total:
1

EDIT: PS: Smite Evil and Lay On Hands can be replaced with powers. Smite Evil can be replaced with a variation on Holy Touch that works through weapons, while Faith Healing or Healing Light from the custom power thread could replace Lay On Hands.
Title: Re: Generic NPCs
Post by: Sanctaphrax on March 25, 2011, 01:48:00 AM
Added aspects to the Barbarian.

So, why would the catch be magic? Not saying it's a bad idea, I just don't understand. Are barbarians in D&D very vulnerable to magical attack?
Title: Re: Generic NPCs
Post by: sandchigger on March 25, 2011, 12:20:22 PM
The barbarians of the sword and sorcery novels upon which the D&D Barbarian class is based were traditionally frightened or distrustful of magic. Think about the classic sword & sorcery novel with the big strong fighter type going up against the eeeeeeeeeeeevil wizard.

That's why it should be magic. =)
Title: Re: Generic NPCs
Post by: Sanctaphrax on March 25, 2011, 04:56:21 PM
That works, I guess. I didn't much like leaving the catch unknown.
Title: Re: Generic NPCs
Post by: Sanctaphrax on March 26, 2011, 01:34:07 AM
Ranger (Chest Deep)

High Concept: Ranger
Other Aspects: Man Of The Wilds, Hunter, Favoured Enemy
Skills:
Superb: Survival, Weapons or Bows
Great: Stealth, Alertness
Good: Endurance, Athletics
Fair: Fists, Investigation
Average: Conviction, Scholarship
Stunts:
Favoured Enemy (Weapons or Bows): Infict 2 extra stress on certain type of being.
Evasion (Athletics): +2 to dodge area attacks.
Tracker (Survival): +1 to track, tracking not modified by Investigation.
Animal Empathy (Survival): +2 to dealing with animals.
Multi-Attack (Weapons or Bows): Can make spray attacks with the appropriate ability.
Way Of The Bow (Bows): +1 stress with bows, use Craftsmanship to build and repair bows.
OR
Two-Weapon Fighting (Weapons): Add half of rating of second weapon to that of first.
Total Refresh Cost:
-4 (Pure Mortal)
Refresh Total:
4
Title: Re: Generic NPCs
Post by: zaczane on April 17, 2011, 11:43:55 PM
hey so i started playing dresden files about 3 months ago buts sadly we have stopped playing for now and were are thankfully going to go back to but anyway so i was looking at this thread and you did awsome with all of the NPC's i especialy like the legion demon and all the other supernatuarl heavyweights if not really close to them.  i was wondering if you could make me a couple NPC's at the deep one level. what i'd like them to be is the frost family.
Title: Re: Generic NPCs
Post by: Sanctaphrax on April 18, 2011, 02:08:13 AM
Sure, always glad to help.

But I'm afraid that I don't know what the frost family is.
Title: Re: Generic NPCs
Post by: zaczane on April 18, 2011, 04:54:10 PM
the frost family would easily be or at least a lower supernatural heavyweight. they include grandfather Glacier, King Blizzard (AKA dad), Mother Sleet, Barrakan the runaway brother who left his family to become a very powerful fire wizard or pyromancer.  then the one that usally every one knows about Narvanna    (AKA Jack Frost)  now they rule the frost kingdom which wuld be located up in greenland some were i think.  now there major weakness is fire but they have this power that allows them to be healed by there weakness or fire but its a 1 in 4 chance. thats who they are and why they are so powerful.
Title: Re: Generic NPCs
Post by: zaczane on April 18, 2011, 11:41:37 PM
hey me again i finished looking at all your other generic NPC's and i think there all great. now personally i would hate to have to put to gether that many character but then agian im not you and im also not the GM for my game my friend is.  but hey you like doing that work i give it to yah if thats ok and i really really liked the legion demoned because that gave me a couple ideas for my master piece
Title: Re: Generic NPCs
Post by: zaczane on April 18, 2011, 11:45:05 PM
well ah what the hell he's not finished yet but ill tell yah anyways. i am in the making of the 2nd most powerful supernatural heavyweight or what all my friends and i belive him to be. his name is Averax and he started as just a mortal but then was sucked into the outer gate and was imbedded with its power so simpler terms he is now the God/King of the Entire Outer Gate.
Title: Re: Generic NPCs
Post by: Cipher on April 19, 2011, 01:53:51 AM
Good job Sanctaphrax, I love all of your NPC's.  I am preparing to run a game starting in May.  (I have also bookmarked the Wiki)

Any suggestions for a Gamer/Occult book store owner?
Title: Re: Generic NPCs
Post by: zaczane on April 19, 2011, 01:57:25 AM
a  gamer/occultist as an NPC hhmmm sounds interesting like a videogame player that owns a bookstore about the occult or just the supernatural
Title: Re: Generic NPCs
Post by: Samael on April 19, 2011, 01:59:31 AM
Gamer in the sense of pen and paper RPGs, ala DFRPG, Pathfinder, GURPS, DnD, Exalted, etc.
Title: Re: Generic NPCs
Post by: Cipher on April 19, 2011, 02:02:25 AM
Gamer in the sense of paper/pencil. 
Title: Re: Generic NPCs
Post by: zaczane on April 19, 2011, 02:08:58 AM
oh goch-ya like us the people who play dresden files.
Title: Re: Generic NPCs
Post by: HobbitGuy1420 on April 19, 2011, 02:44:32 AM
Sancta, I'm enjoying your Class cross-posts. 

Personally, I'd use Powers, as opposed to Stunts, for the Paladin's Lay On Hands and Smite Evil features.  I've seen several "holy healing" powers (including one that I created, myself) that might be appropriate for the former.  For the latter, perhaps an altered Holy Touch?
Title: Re: Generic NPCs
Post by: Silverblaze on April 19, 2011, 05:09:45 AM
I like to create my own NPC/critters for games, but I'd like to see someone else's take on Witchblade and Sara Pezzini (from the Top Cow Universe).
Title: Re: Generic NPCs
Post by: Sanctaphrax on April 19, 2011, 05:43:23 PM
Wow, there's a lot of action here all of a sudden. Anyway...

@HobbitGuy: Good points. I chose not to use a Faith Healing power because a) not much refresh to spare and b) I've never seen a Faith Healing power that really seemed to fit. As for Holy Touch, it doesn't work through weapons and it has unlimited uses. If you limited the uses and let it affect weapons, then the changes should balance each other out and give you something fair. I'll list those things as alternate options.

@Cipher: The Gamer/Occult Bookstore Owner would probably have solid Lore and Scholarship. I'll take a try at making one later today.

@Silverblaze: Not familiar with those characters. If you could tell me a bit about them, it would be great. I could just consult wikipedia, but that isn't always very helpful.

@zaczane: Wow. I can't imagine what kind of game would require characters like this. Anyway, I'll put up a first draft of King Blizzard later today.

PS: I think that Belial666 made the Legion Demon. As his name implies, he's pretty good with demons and other such things.
Title: Re: Generic NPCs
Post by: Silverblaze on April 19, 2011, 06:06:06 PM
Explaining the Witchblade from Top Cow comics is going to be rough, I think I'll just retract that one if you don't mind.

I'll replace it with something else: how about a Treant or Ent?
Title: Re: Generic NPCs
Post by: zaczane on April 19, 2011, 09:14:10 PM
the reason i need theses characters is i have my game setup with 5 players at submerged power level. two are white court vampires, one emissary to the summer court, a hexanwolf and pyromancer.  a nevernever entity actually owes a magically bonded favor and the other has a black court vampire that is under his control. the emissary to summer court and the pyromancer have been smart and not died in a while or actually not since we started and they made it though i think 3 major milestones so they actually have 13 or 14 refresh now. again thank you for doing this.
Title: Re: Generic NPCs
Post by: Sanctaphrax on April 20, 2011, 01:27:45 AM
I have decided that one uses Performance to game.

Occult Bookstore-Owning Gamer (On The Beach)

High Concept: Occult Bookstore-Owning Gamer
Other Aspects: Way Too Into This, Very Knowledgeable But Still In The Dark
Skills:
Good: Lore, Performance
Fair: Resources, Scholarship, Rapport
Average: Contacts, Presence, Empathy
Stunts:
Gamer Forever (Performance): +2 to Performance for RPGs.
I Own A Bookstore (Resources): Owns an occult library of quality equal to Resources.
Occultist (Lore): +1 to Lore concerning something, +2 concerning something else.
Total Refresh Cost:
-1 (Pure Mortal)
Refresh Total:
3
Title: Re: Generic NPCs
Post by: Sanctaphrax on April 20, 2011, 02:49:34 AM
Now, as for King Blizzard:

I have a pretty good idea of what I want for his powerset. I'm thinking a full set of physical powers including Mythic Toughness, Supernatural+ Strength, Inhuman+ Speed, Supernatural+ Recovery and Hulking Size. He'd have Human Form for the Hulking Size. He'd also have Marked By Power (himself) and Sponsored Magic (himself).

I haven't quite decided what his primary mode of attack will be. Either a really impressive Breath Weapon or Evocation + lots of Refinement. If I go with the latter I'll also give him Thaumaturgy, while if I go with the former I'll upgrade the physical powers, add True Aim, and give him some Weapons stunts.

I'm also planning to use the "Dangerous Aura" custom power from the custom power thread. If you don't like custom powers, say so now.

He'll have Physical Immunity to cold, which I might expand to cover more if you want me to.

That's probably about it. Unless you have something specific in mind.

Stunts and skills are giving me trouble. I simply have no idea what King Blizzard is supposed to be good at. Please help.

PS: Treant request noted.
Title: Re: Generic NPCs
Post by: Cipher on April 21, 2011, 01:50:56 AM
Awesome Sanctaphrax - I may amp him up if my players like him make him a bit in the know.

You can have all sorts of conversations in a gaming store and people will just think you are running some type of game. :)
Title: Re: Generic NPCs
Post by: zaczane on April 21, 2011, 03:19:23 AM
ok from what you tell me your on the right track. i believe King Blizzard would be more towards the breathe weapon and his wife would be more the evocation with the ladder.  i like the physical immunity  thing. i don't mind custom powers just some how label them if they are custom powers so i can tell the difference.  now i don't know what i wuld call this stunt but it would allow him and the rest of his family to have a 1/4 chance to be healed by the weakness or catch(fire). also thanks again and im kind of glad that i gave you a challenge for once. cause even for you i think it would be boring through together NPC with out a challeng e.
Title: Re: Generic NPCs
Post by: Sanctaphrax on April 21, 2011, 05:30:04 PM
I finished the first draft of King Blizzard a couple minutes ago. But my logged-in period expired while I was writing, so I'll have to redo him. Fortunately, I have a pretty good memory for stats.

I left his skills and aspects blank because I'm really not sure what role he plays. I'm thinking Epic Weapons plus high Presence, Endurance, Conviction, and Might. Contacts and Resources are a maybe, depending on whether King Blizzard is a real king. Other social and spellcasting skills are possible, but I don't know how good the King is supposed to be in those areas. Alertness, Athletics, and Fists will probably be unimpressive. King Blizzard relies on his Breath Weapon for offence, and he probably doesn't need to be observant or good at dodging. Actually, I intentionally made him easy to hit. If you don't like that, I'll just give him a stunt that lets him defend against ranged attacks with Breath Weapon.

I'll add more stunts later, with which ones depending on how his skills work out.

He's in negative refresh already. I hope that that doesn't bother you.

Oh, and one other thing. Do you want him to be immune to everything except fire and tough against fire or immune to cold and tough against everything except fire. In other words, what should his catches be?

My objective here is to make King Blizzard a good boss fight for a large number of characters.
Title: Re: Generic NPCs
Post by: Sanctaphrax on April 21, 2011, 08:48:08 PM
King Blizzard (Deep One)

High Concept: Father Of The Frost Family
Other Aspects: TBD
Skills:
TBD
Stunts:
The King Still Stands (Endurance): 2 extra mild consequences usable only when fighting multiple opponents.
Breath Control (Weapons): +1 to attack with Breath Weapon.
Deadly Breath (Weapons): Breath Weapon is weapon 4.
Long-Range Breath (Weapons): Breath Weapon has 3 zones of range.
Superior Breath Spray (Weapons): When making a spray attack with Breath Weapon, +1 to each individual attack.
Wide Breath (Weapons): May take -2 penalty to hit an entire zone with Breath Weapon.
More TBD
Powers:
Marked By Power (Frost Family) [-1]
Sponsored Magic [-4]
Breath Weapon [-2]
True Aim [-1]
Mythic Strength [-6]
Inhuman Speed [-2]
Mythic Toughness [-6]
Supernatural Recovery [-4]
The Catch (fire) [+3]
Physical Immunity [-8]
The Catch (not cold) [+6]
Human Form [+1] affecting:
Hulking Size [-2]
Custom Powers:
Random Recovery [-2?] When King Blizzard is exposed to fire, flip two coins. If both are heads, then prevent all damage and give King Blizzard the benefits of a scene of recovery.
Vast Hyper-Dangerous Aura [-7] Makes a Fantastic attack at weapon 2 against Endurance against everyone within three zones each turn.
Total Refresh Cost:
TBD
Refresh Total:
TBD
Title: Re: Generic NPCs
Post by: Sanctaphrax on April 22, 2011, 01:36:30 AM
By the way, King Blizzard has a few stunts and powers of questionable balance. But he's an NPC, so who cares?

Glad you like him, Cipher.

Here's the Treant. It's based heavily on the D&D 3.5 version, I freely admit.

Treant (Chest Deep)

High Concept: Animated Tree That Animates Trees
Other Aspects: Get Away From My Trees!, Good At Breaking Stuff, Looks Just Like Any Other Tree
Skills:
Great: Might, Fists, Endurance
Good: Lore, Conviction, Discipline
Fair: Alertness, Survival, Empathy
Average: Presence, Rapport, Scholarship
Stunts:
Take The Hit (Endurance): Defend against attacks with Endurance.
Bend And Break (Might): +2 to break stuff.
Trample (Fists): May take an action to move one zone and make a Fists attack at -2 against everyone in that zone.
Powers:
Hulking Size [-2]
Supernatural Strength [-4]
Supernatural Toughness [-4]
The Catch (fire, slashing weapons) [+3]
Ritual (Animate Trees) [-2]
Total Refresh Cost:
-12
Refresh Total:
-4
Title: Re: Generic NPCs
Post by: devonapple on April 22, 2011, 01:41:58 AM
Ritual (Animate Trees) [-2]

I was inclined to say that Ritual (Animate Trees) is limited enough to almost be a 1-refresh power, but if we keep it as it is, the Treant is free to generate a wider variety of cool thaumaturgical effects if we keep it in the theme of animating plant matter.
Title: Re: Generic NPCs
Post by: Sanctaphrax on April 22, 2011, 01:47:14 AM
I'm not really satisfied with Ritual (Animate Trees), but I really couldn't think of another way to model that.

We need to make a custom power that grants you access to one spell and one spell only (or at least a limited list) if we want to convert D&D characters to DFRPG ones. I'll give it a try soon. Suggestions are welcome.

That being said, your post makes it sound like Ritual (Animate Trees) is a better idea than I thought it was. So, yay.
Title: Re: Generic NPCs
Post by: devonapple on April 22, 2011, 02:08:40 AM
That being said, your post makes it sound like Ritual (Animate Trees) is a better idea than I thought it was. So, yay.

That does leave it open for the Treant to do a lot more cool things in DFRPG than it could do in D&D, but that may not be what every GM will opt to do.

We need to make a custom power that grants you access to one spell and one spell only (or at least a limited list) if we want to convert D&D characters to DFRPG ones. I'll give it a try soon. Suggestions are welcome.

I had to (for sanity's sake) ignore some of the spell-like abilities when I was converting the Nyambe demons, except when I could find a clear Power. Some of them had spells like poison, so I just added the Venomous quality onto their Claws power.

But generally, D&D creatures have either a small handful of key spell-like abilities, or a great big pile of them.

Some of those spell-like abilities are really more appropriate to a tactical game like D&D.
Others just don't translate well into DFRPG, like any of the teleport spells.
Still others aren't in line with how DFRPG/DV treats those types of supernatural creatures (Demons/Devils/Fey/etc.).
Also consider that those abilities in D&D don't act like they would cost stress.
At the same time, some of those baddies only ever get a chance to pop off with 3-5 of their precious spell-like abilities before they get taken down.

At the end of the day, I think it's probably best to give Sponsored Magic to the monsters with big piles of spell-like abilities. For those with a few signature abilities, try to find or create powers to take the place. For anything in between, find a middle ground between Sponsored Magic, Evocation and Thaumaturgy.
Title: Re: Generic NPCs
Post by: Silverblaze on April 22, 2011, 02:17:22 AM
That treant looks like a pretty good challenge for a group.

Especially if it had some prep time with the ritual.  I think it was a nice way to handle tree animation and such.  It can also be used to explain how they can sense things far away in their forests etc.

Could call it chloromancy!
Title: Re: Generic NPCs
Post by: Sanctaphrax on April 22, 2011, 04:25:25 AM
Another D&D class for y'all.

Monk (Chest Deep)

High Concept: Kung-Fu Monk
Other Aspects: Purity Of Mind And Body, Ki Strike
Skills: 
Superb: Fists, Discipline
Great: Athletics, Alertness
Good: Conviction, Endurance
Fair: Investigation, Empathy
Average: Stealth, Lore
Stunts:
Improved Grapple (Fists): May grapple with Fists.
AC Bonus (Athletics): +2 to Athletics defense rolls while unarmed and unarmoured.
Slow Fall (Athletics): Each shift on an Athletics roll counts as 1 armour against falling damage as long as a wall is within arm's reach.
Powers:
Improved Unarmed Strike [-1] (Reflavoured Claws)
Inhuman Speed [-2]
Ki Strike [-1] (Unarmed attacks satisfy catches of magic, adamantine, and law)
Total Refresh Cost:
-7
Refresh Total:
1
Title: Re: Generic NPCs
Post by: zaczane on April 22, 2011, 06:48:00 AM
sorry it  took me so long to reply but i was gaming from 6 to 12 today for another game anyway yes i like him so fare especially what you did with breath weapon.   i'm confused with the vast hyper dangerous aura. he is tough agains everything but fire. he is immune to cold.  and the random recovery is good but that sounds like a -2 at least and i think it should be called IceCold recovery. other than that all i have to say is well done i'm impressed. ill keep u posted if theres anything i want to addd o duh keep you posted its a message board wow sometimes the stupid things that come out of my mouth o well.
Title: Re: Generic NPCs
Post by: Sanctaphrax on April 23, 2011, 03:30:53 AM
Alright. Editing to include that.

So, how about skills?

What is King Blizzard meant to be good at, other than combat?

EDIT: Vast Hyper-Dangerous Aura acts like an environmental hazard. It makes an attack against Endurance with accuracy 6 and weapon rating 2 against everyone within three zones every turn. I gave it to King Blizzard so that people who aren't being attacked by him would still feel as though they are part of the fight.
Title: Re: Generic NPCs
Post by: zaczane on April 23, 2011, 06:16:09 PM
ok i understand now.  he's a good at leading people, just more as a tyrant than a monarchy even though his wife has lots of power. so he'd be really good at battle tactics and coordinating  attacks. other than that he's pretty average at the rest cause the frost family works like this

Grandfather Glacier-Mental attacks are his thing(he will f#@k up your ming easily)
King Blizzard- good at tactics and fighting in general(good fighter but he's a real cocky a@#hole)
Mother Sleet-good at social conflicts and fighting with evocation and thaugmatergy(she will pretend to be your friend even if you are her enemy and then com back and kill you when your not expecting it
Narrvanna(AKA Jack Frost)-he his the most balanced in the family. he love to send people on wild goose chases.  while he goes and does what he wants.(kind of like a supernatural version of the joker now that i think of it.  except his colors are light blue and white rather than green and purple like the joker.)
Barrakan (AKA Jack Frost's Brother)-only one who uses fire.(lets just say that he knows how to control hellfire, soulfire, regular fire along with other pyromancer magic)
Title: Re: Generic NPCs
Post by: Sanctaphrax on April 24, 2011, 02:05:44 AM
Thanks. That helps a lot.

Anyway, King Blizzard is done. I'm quite happy with him. I think he's got a real World of Warcraft-style "raid boss" feel to him. I haven't actually played WoW, though, so I could be completely off base.

King Blizzard (Deep One)

High Concept: Father Of The Frost Family
Other Aspects: Cocky A@#hole, War Leader Of The Frost Family, I Am A Tyrant
Skills:
Epic: Weapons
Fantastic: Contacts, Presence
Superb: Endurance, Conviction, Might
Great: Intimidation, Fists, Resources
Good: Athletics, Alertness, Lore
Fair: Discipline, Survival, Empathy
Average: Scholarship, Investigation, Deceit, Rapport
Stunts:
Excellent Leader (Presence): +1 to lead, leadership is one time increment faster.
Strategist (Presence): May use Presence +1 for assessments and declarations related to battle strategy.
I Am A Tyrant (Contacts): May use Contacts to find minions.
Followers (Contacts): +2 to Contacts when using it to find minions.
The King Still Stands (Endurance): 2 extra mild consequences usable only when fighting multiple opponents.
Breath Control (Weapons): +1 to attack with Breath Weapon.
Deadly Breath (Weapons): Breath Weapon is weapon 4.
Long-Range Breath (Weapons): Breath Weapon has 3 zones of range.
Superior Breath Spray (Weapons): When making a spray attack with Breath Weapon, +1 to each individual attack.
Wide Breath (Weapons): May take -2 penalty to hit an entire zone with Breath Weapon.
Powers:
Marked By Power (Frost Family) [-1]
Sponsored Magic (Frost Family) [-4]
Breath Weapon [-2]
True Aim [-1]
Mythic Strength [-6]
Inhuman Speed [-2]
Mythic Toughness [-6]
Supernatural Recovery [-4]
The Catch (fire) [+3]
Physical Immunity [-8]
The Catch (not cold) [+6]
Human Form [+1] affecting:
Hulking Size [-2]
Custom Powers:
Ice-Cold Recovery [-2?] When King Blizzard is exposed to fire, flip two coins. If both are heads, then prevent all damage and give King Blizzard the benefits of a scene of recovery.
Vast Hyper-Dangerous Aura [-7] Makes a Fantastic attack at weapon 2 against Endurance against everyone within three zones each turn.
Total Refresh Cost:
-45
Refresh Total:
-7
Title: Re: Generic NPCs
Post by: zaczane on April 24, 2011, 09:18:34 PM
what are the advantages of making his breathe weapon a weapons 4
Title: Re: Generic NPCs
Post by: zaczane on April 24, 2011, 09:21:06 PM
o i forgot to ask how the true aim would work in this situation, and physical immunities catch is not cold but the mythic toughness and supernatural recover's catch is fire right
Title: Re: Generic NPCs
Post by: BumblingBear on April 24, 2011, 10:08:02 PM
what are the advantages of making his breathe weapon a weapons 4

In layman's terms hit hits like a .50 bmg round instead of a 9mm round.
Title: Re: Generic NPCs
Post by: BumblingBear on April 24, 2011, 10:08:36 PM
Another D&D class for y'all.

Monk (Chest Deep)

High Concept: Kung-Fu Monk
Other Aspects: Purity Of Mind And Body, Ki Strike
Skills: 
Superb: Fists, Discipline
Great: Athletics, Alertness
Good: Conviction, Endurance
Fair: Investigation, Empathy
Average: Stealth, Lore
Stunts:
Improved Grapple (Fists): May grapple with Fists.
AC Bonus (Athletics): +2 to Athletics defense rolls while unarmed and unarmoured.
Slow Fall (Athletics): Each shift on an Athletics roll counts as 1 armour against falling damage as long as a wall is within arm's reach.
Powers:
Improved Unarmed Strike [-1] (Reflavoured Claws)
Inhuman Speed [-2]
Ki Strike [-1] (Unarmed attacks satisfy catches of magic, adamantine, and law)
Total Refresh Cost:
-7
Refresh Total:
1

I really like this one.  For 7 refresh, this guy is pretty nasty.
Title: Re: Generic NPCs
Post by: Sanctaphrax on April 24, 2011, 11:48:02 PM
@BumblingBear: Thank you.

@zaczane: You are correct about the catches. Making Breath Weapon weapon 4 instead of weapon 2 means that each of his attacks with it inflict 2 additional stress. True Aim adds 1 to his Weapons skill as long as he remains true to his nature, and as a supernatural being with negative refresh he will always do that.
Title: Re: Generic NPCs
Post by: zaczane on April 25, 2011, 04:21:24 AM
gotcha for a minute there i thought it was a true believer/ knight of the cross type of thing but now o well.  i showed the finally copy of him to some of my fellow friends who aren't in my game. they told me to tell who ever made this that he's really f#$&ing powerful. then i said well you want to either be on his good side or go in guns uh blazing with lots and lots of back up. then i told them he would be a major mile stone if you were to fight him directly. then they all agreed that he is still powerful but then its not really a major milestone if its not a challenge. so they say thank you as well as i do
Title: Re: Generic NPCs
Post by: Sanctaphrax on April 25, 2011, 05:30:49 AM
Well, it's one of the abilities of the Swords Of The Cross. That's where it comes from. But I don't see why not to give it to non-Knight Of The Cross character.

Anyway, I'm glad to hear that the King's going over well. I hope to hear about how he works out in play.

Going to take a try at Barrakan next.
Title: Re: Generic NPCs
Post by: Sanctaphrax on April 25, 2011, 06:31:25 AM
I chose to reverse the catches on Barrakan, to reflect the distance between him and the rest of the family.

Barrakan Frost (Deep One)

High Concept: Black Sheep Of The Frost Family
Other Aspects: Master Pyromancer, Fiercely Independant, Fires Of Heaven And Hell
Skills:
Epic: Conviction
Fantastic: Discipline, Lore
Superb: Presence, Endurance, Athletics
Great: Alertness, Investigation, Intimidation
Good: Empathy, Fists, Might
Fair: Performance, Rapport, Stealth
Average: Deceit, Survival, Burglary, Scholarship
Stunts:
Limitless Power (Conviction): 2 extra mild mental consequences, usable only for spellcasting.
I Do What I Want (Presence): Armour 1 against attempts to order him around.
Applied Knowledge (Lore): Make Declarations at +1 with Lore regarding magic and magical things.
Powers:
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Refinement [-16]
Sponsored Magic (Hellfire) [-2]
Sponsored Magic (Soulfire) [-3]
Inhuman Speed [-2]
Supernatural Toughness [-4]
Inhuman Recovery [-2]
The Catch (cold) [+2]
Physical Immunity [-8]
The Catch (not fire) [+6]
Custom Power:
Red-Hot Recovery [-2?] When Barrakan is exposed to cold, flip two coins. If both are heads, then prevent all damage and give Barrakan the benefits of a scene of recovery.
Magic:
Evocation (Air, Fire, Earth, Spirit): +1 spirit power, +2 spirit control, +3 fire power, +4 fire control
Thaumaturgy: +1 crafting frequency, +2 crafting power, +3 pyromancy complexity
Foci: Left-Hand Blasting Rod (+4 offensive fire power), Right-Hand Blasting Rod (+4 offensive fire control), Bracers (+1 defensive fire power and control), Hammer (+2 crafting frequency), Anvil (+2 crafting power), Notes (+1 pyromancy complexity)
Enchanted Items (all have four uses): Robes (10 shift block against attack), Protective Amulet (10 shift block against attack), Underclothes (Armour 5), Protective Belt (Armour 5), Ring Of Chains (10-shift grapple attempt, one target within line of sight), Ring Of Blasting (weapon 10, aim with Discipline), Boosts Of Escape (10-shift sprint action), Bottle Of Living Flame (10-shift summoning spell, creates a fire elemental), 4 potion slots (strength 10)
Total Refresh Cost:
-41
Refresh Total:
-3
Title: Re: Generic NPCs
Post by: zaczane on April 26, 2011, 01:36:50 AM
good job with Barrakan i kinda confused about some the stuff under magic
Title: Re: Generic NPCs
Post by: Sanctaphrax on April 26, 2011, 03:25:40 AM
What do you find confusing?
Title: Re: Generic NPCs
Post by: zaczane on April 26, 2011, 03:56:35 AM
well ive never been the best at understanding how refinement  ???works
Title: Re: Generic NPCs
Post by: Sanctaphrax on April 27, 2011, 03:28:25 AM
Each refresh point spent on Refinement gives two bonuses from the following list:

Specializations
Focus Slots
Evocation Elements

So to count up the number of Refinements someone needs for their powers, count how many of those they have, subtract what they get for free, and divide by two.

In this case:

16 specializations + 4 elements + 21 focus slots = 41 - 2 free specializations -3 free elements -4 free focus slots = 32/2 = 16

Therefore he has 16 Refinements.

Does that help?
Title: Re: Generic NPCs
Post by: zaczane on April 27, 2011, 11:58:11 PM
yes it does even explains it better than the book did.
Title: Re: Generic NPCs
Post by: zaczane on April 28, 2011, 12:36:24 AM
i have some good news and some bad news
the good news is that im starting a new game about 4 weeks fro now. the bad news is that 3 out of the 5 people that were playing in the game are moving a away so i don't get to use the frost family but  im gonna put them in the next game so if you could finish i think ack frost, the wife and the grand father in 3 to 3 1/2 weeks that would be great.  which souldn't be hard i mean you finised king blizzard in like 3 to 4 days and have barrakan don in another 3 so from to day which is wednesday you have 23 days until i start playing a game let ALONE fight a major milestone. but if u could have the other three finished by the time i start that would be great if not then hopefully soon after. i'll continue to help you figure out what i want aswell.
Title: Re: Generic NPCs
Post by: Sanctaphrax on April 28, 2011, 12:57:52 AM
No problem. Three weeks is plenty.

Sorry to hear about your group.
Title: Re: Generic NPCs
Post by: zaczane on April 28, 2011, 06:09:23 AM
thats ok like i said i got a new one started. this one the players want to be completely focused on action so there will be gore
Title: Re: Generic NPCs
Post by: Sanctaphrax on April 29, 2011, 03:22:01 AM
First draft of Grandfather Glacier. He's like a mind-controlling super-ghost. Not as suitable for a boss battle as his son and grandson are.

What sort of emotions would you like him to Incite?

Does this guy have any skills apart from the ones he uses for his powers? If not, he probably won't get any stunts.

Grandfather Glacier (Deep One)

High Concept: Grandfather Of The Frost Family
Other Aspects: TBD
Skills:
TBD
Stunts:
TBD
Powers:
The Sight [-1]
Piercing Gaze [-0] (Reflavoured Soulgaze)
Wings [-1]
Incite Emotion (Something) [-1]
Three Additional Emotions [-3]
At Range [-1]
Lasting Emotion [-1]
Potent Emotion [-1]
Super-Potent Emotion [-1] (From Vitto Malvora’s writeup in Our World. Gives one weapon 6 Incite Emotion attack per scene.)
Sponsored Magic (Frost Family) [-4]
Demesne [-1]
Swift Transition [-2]
Marked By Power (Frost Family) [-1]
Domination (Master Dominator, Possession) [-7]
Spirit Form [-3]
Inhuman Speed [-2]
Inhuman Toughness [-2]
Supernatural Recovery [-4]
The Catch (fire) [+3]
Physical Immunity [-8]
The Catch (things that can strike the immaterial and aren’t cold) [+2]
Custom Powers:
Random Recovery [-2?] When Grandfather Glacier is exposed to fire, flip two coins. If both are heads, then prevent all damage and give Grandfather Glacier the benefits of a scene of recovery.
Emotion Burst [-1] May take a -2 penalty to hit a zone with Incite Emotion.
At Long Range [-1] Incite Emotion has 3 zones of range.
Total Refresh Cost:
TBD
Refresh Total:
TBD
Title: Re: Generic NPCs
Post by: zaczane on April 29, 2011, 04:48:01 AM
for skills have what you have been doing like same levels and such as the other to but put lore at +10 cause he's been a round a long dang time and seen a long. have him use lore to like help his knowledge of how to defeat fire and bump his recovery just the normal one not the special one to mythic recovery.  put deceit high as well so if he doesn't want to take control of someone him self he could use telepathy to mimic sed person's conscience to make them come to his side.  also have him be able to do what the faey do with greater glamors except instead of being a faey you have to have blood of the frost family in you, and instead of making things out of ectoplasm make it water or ice.  for incite emotion put loyalty, and treason. so he can make you loyal to him or screw over your friends.  make his physical immunity catch only be affected by things that can strike the immaterial cause he's been around that just things that aren't cold don't affect him anymore. 
Title: Re: Generic NPCs
Post by: zaczane on April 29, 2011, 04:53:58 AM
oh i just thought of something else give him like an upgrade version of even possession if you can find one. and for when ever you do the mom i wwant her to have one of the most beast focus items ever. it will be a staff technically but its called the North Pole. if you think that sounds dumb i can come up with a different name or u could as well if you want. also this kinda has to go with the focus item she has lots of refinements like a lot maybe like -30 or something which actually isn't that much compared to the NPC that I'm making who is his own supernatural heavy weight class between the faey mothers and the Almighty.
Title: Re: Generic NPCs
Post by: Belial666 on April 30, 2011, 01:15:39 AM
OK, somebody asked for plot-level NPCs in another thread. Here's one I've used before. She is a former senior-council member from India with celestial ancestry. As a former Gatekeeper, the descendant of one of the Amesha Spentas and a wizardess that has survived for centuries, Daira is close to supernatural heavyweight even if one tries direct combat. But in non-combat situations, especially where conspiracies, manipulation, secrets and forbidden knowledge is concerned, you lose.

Quote
(http://blog.echoenduring.com/wp-content/uploads/2009/07/moiraine-500x697.jpg)

DAIRA ANISHA

High Concept: Former Gatekeeper
Trouble: Mists of Space and Time
Other Aspects: Daughter of Asha Vahishta, Not a Matter of When But How, Fires of Creation, Defiance in the Face of Armageddon, Teacher of Magic


Former Gatekeeper: The short, slim, young-looking brunette in the heavy blue robe would not strike anyone as a senior member of the White Council. Quiet and more than a bit weird, she focuses on her job; the overseeing of future threats and maintenance of the Wardings against them. Few would be aware of the number of threats and possible threats the future holds for mankind and fewer still would be aware of the entities the Outer Gates keep away and the Wards all over the world created for the sole reason of keeping them away. Aside from that, there's the job of training the future Gatekeeper just in case something unforeseen happens, guiding the council away from threats they know nothing about in the present and helping raise and maintain Wards for other, more immediate purposes. It is no wonder the Gatekeeper is the least seen member of the council - she has little time for anything other than her job and plots.
Naturally, most of the above would have changed after Daira's supposed death in 1961. Old age failed her, some would say, in that major battle. Others believe she was killed directly by one of Kemmler's greater demon allies. Of course, in the middle of combat nobody can be sure what is really going on and with the number of greater demons, outsiders and undead present that day, no wizard dared use The Sight. That only two of Daira's apprentices ever knew she did not age as other wizards did helped her feign her death as it helped hide countless other plots.
Invoke:  on any practical aspects of her job and the application of her skills and powers.
Compel: any demands of her position, nature and the responsibilities of one of the guardians of humanity against everything else.
Mists of Space and Time: Some people are visited by horrible but vague prophetic dreams, eventually driven either insane or bitter by the horror. Others are used by powerful entities that speak of their future with their voices, giving prophesies with no regard for the mortal pawn they use. Those people have it easy. Dara can see the future - not a few prophetic dreams or voices but pivotal events where small choices have vast repercussions. That kind of visions though are almost always of things people would not want to know or would never believe could happen, for without hindsight their meaning is hard to grasp - or seemingly insane.
Invoke: to find obscure, esoteric or prophetic knowledge and use prophetic abilities.
Compel: knowledge demands action - or inaction. What if a man betrays the White Council and causes great harm but the harm must be caused so the Council can awaken and avoid destruction due to complacency? Do nothing or act and bring ruin? What if someone turning Warlock for vengeance will stop a black cult from causing great harm and save lives? Do you reveal to them who abducted and sacrificed their little sister? Compel when the greater good demands inaction in the face of injustice or ugly acts so justice can be served.
Daughter of Asha Vahishta: Born in the port city of Surat in 1604 to parents unknown, Daira grew up in a country where her social standing was practically nonexistent and in a time the indian kingdoms were undermined by the Spanish, English and Dutch. Life was hard, but Daira had a secret; she could see things, people's intentions, the meaning of events... choosing the right thing for her was easy. She got off the streets and in a service to a nice family, was betrothed to a wealthy young man thanks to her good looks after some fortuitous "random" meetings and lived better for a time. And then the visions started - that man would die. That building would burn. Daira spoke her mind -it was the right thing to do- and people started noticing. Few were grateful. Others were full of superstition. Some whose plots failed hated the girl. And most thought her mad. So she stopped speaking, and when she discovered her powers she hid them too. In 1664 the Maratha King Shivaji attacked Surat. Daira had seen the attack, used her powers to try to stop it. But she was so used in lying about her visions and concealing her gifts that she never considered to ask for help. Both sides of the conflict were being manipulated by Raksasha which urged the attackers into pillaging and slaughter. The city was sacked for three weeks, countless slain filling the streets, smoke and fire filling the air. It was worse in the night, when the Rakshasa fed. Daira left the city then and went to some mountain monasteries to the north. She learned of her powers, her association with the Aspect of True Wisdom. While she did not find evidence and did not share her ideas with others, she confirmed the identity of her birth mother through a true vision. She learned to tell the truth, to champion it. And when it is wise to stay silent...
Invoke: social skill rolls where knowing the truth, using the truth and championing the truth -and being known to do so- would be beneficial.
Compel: Daira never lies. She often remains silent when it would be annoying to others if she sees the greater good in that silence and her telling the truth may annoy those who prefer lies.
Not a matter of when, but how: Knowing is half the battle. Planning to use that knowledge correctly is two thirds of the other half. Daira spends hours of her time studying countless subjects, objects and concepts, individuals or groups and anything that can be studied. Time is, for her, unimportant before knowledge - not a skill focused in a field but general knowledge about anything. In the end, she often prefers not to act without knowing than act at all.
Invoke: Assessments and knowledge-related rolls about a subject.
Compel: Not acting when results would be ambivalent or without preparation, being cautious and reserved.
Fires of Creation: Fire destroys. Anyone can use it for that. But unlike how many view it metaphysically, Fire is at least as powerful in creation. It is the nuclear furnance in all stars that creates the heat and elements all life is made of. It is fire that shapes all substances at the hands of man to make the marvels of technology. And yes, it can power weapons - but less chaotic, more directed uses are always stronger than mindless destruction, even in destroying things. For Daira, the creative aspect of fire was self-evident, especially given her inherent access to Soulfire.
Invoke: using Fire-related powers, especially in creative ends.
Compel: Daira will tend to avoid direct destruction if there is a chance to resolve a conflict without it, and will strive to create things when the opportunity presents itself. In addition, she has a strong desire to promote order and creativity in the world.
Defiance in the Face of Armageddon: There is time for sowing and time for reaping. A time for silence and a time for words. A time for waiting and a time for action. While Daira will make plans within plans, use her knowledge, her pawns and her foresight to weaken the opposition and build up so many defenses any normal attacks would fail, when the time for a major conflict comes, she does fight. She stands in the center of the defenders' line, facing down whatever horror her visions warned would crawl out of the abyss and unflinchingly holds the line, doing what must be done in her usual tenacity. There is no compromise with those that would upset the natural order of the universe.
Invoke: in any rolls against Outsiders and other enemies threatening to bring about at least nationwide disaster.
Compel: Daira is uncompromising and unbending in her beliefs. She will not do diplomacy with those who have proven themselves enemies of the world.
Teacher of Magic: The keepers of knowledge have the responsibility of gathering that knowledge, lest it be forgotten, and guarding that knowledge, lest it fall in inept or dangerous hands. But they also have the responsibility of passing it down the generations. At the very least, Daira is responsible for training her successor in the position of Gatekeeper, or at least recognizing promising talents and testing them for suitability in that position. Naturally, evens and circumstances have demanded she intervene and share knowledge with other wizards in various ways; though few know it, she is responsible for arranging the tutelage of more than a dozen major talents in the past two centuries.
Invoke: rolls to recognize magical potential or suitability for a form of magic, influence with wizards she's trained.
Compel: a need and desire to correctly guide the rare true prodigy, training the next Gatekeeper, demands of wizards she has trained on her advice.

Languages:
Mother Language; Sanskrit. Bonus Languages; Avestan, Aramaic, Eme'Gir (sumerian), Ancient Greek, English
Special; when her All-Seeing-Eye raises her Scholarship to 10 for the scene, Daira speaks 5 extra languages, effectively being able to supernaturally
adapt to people she needs to listen to or texts she must decipher. Despite rumors to the contrary, she doesn't have an actual Gift of Tongues.


Skills:

Epic: Lore, Conviction
Fantastic: Discipline, Alertness, Stealth
Superb: Presence, Endurance, Scholarship
Great: Empathy, Craftmanship, Athletics
Good: Might, Weapons, Bows
Fair: Intimidate, Investigation, Survival
Average: Ride, Performance, Resources


Powers/Stunts:

[-3] Soulfire
[-3] Evocation - fire, spirit, earth, air
[-3] Thaumaturgy
[-1] Deep Reserves - two extra mental mild consequences usable only in spellcasting
[-1] The Sight
[-0] Soulgaze
[-0] Unnatural Constitution - as per wizard's consitution with the exception that Daira is actually unaging.
[-0] Cassandra's Tears
[-0] Veil of Obscurity - as per human guise, making Daira appear bland and unremarkable at most times.
[-1] True Knowledge - +1 to effective Lore as long as Daira follows her nature.
[-1] A Few Seconds Ahead
[-1] Mastery of Counterspelling - by sacrificing her next action, Daira can cast a defensive spell, much like using a defensive item
[-1] Aura of Protection - protective energy surrounds Daira. Zones she is in have a minimum threshold of Fair.
[-2] Mind War - as evil creatures toy with minds, she draws out Truth. This ability allows maneuvers/blocks/attacks similar to Incite Emotion with Lasting
      Emotion. It is based off Daira's Lore rather than Deceit or Intimidate and is limited thematically to granting, revealing or obscuring knowledge.
[-20] Refinements
[-2] Item of Power – Blue Robe of the Archmagi
       It is What it Is:  made of meteoric iron gathered over many years and tempered in the fires of Creation, this looks like a robe and cloak but
       actually is an exquisitely crafted multilayer full body chainmail. Heavy as a full suit of armor but worth it. Armor 3.
       Indestructible: can only be destroyed if its purpose is perverted
       Mandate: the robe's purpose is to aid a wearer that promotes knowledge and order in the universe.
       One-time Discount: +2 (included in cost)
       Power of Truth's Light: this acts as a +6 defensive fire power focus.
       Eye of Providence: the symbol of an Eye atop a Pyramid, surrounded by the rays of the Sun and bound within a circle is prominent upon Daira's robes.
       The symbol glows with a golden light when its power is called and enables the user to employ The Sight (if they posess the ability) without backlash.
          
Total Refresh: -39
Adjusted Refresh: 1

Specializations
+7 fire control, +6 fire power, +5 spirit control +4 spirit power, +3 earth control, +2 earth power, +1 air control
+3 crafting frequency, +2 crafting power, +1 foci specialization
Items
Blue Robe of the Archmagi - see Powers
Silver Bracers - +7 defensive fire control
5 seals (potions) at base strength 10, frequency 4, Talisman of the All-Seeing Eye; 3 gems at strength 10, frequency 4
Top gem (diamond) - Glory (block 10 vs Perception - effectively a greater veil)
Left Gem (shapphire) - Protection (ward 10)
Right Gem (emerald) - Knowledge (scholarship 10 effect)

Stress:
Mental: OOOO (2 extra minor consequences, 2 more for magic)
Physical: OOOO (1 extra minor consequence)
Social: OOOO (1 extra minor consequence)

Rotes

Blessing of Life
Thaumaturgy, Biomancy/Soulfire 20 shifts
You infuse the target with a spark of creation fire, warmth and life-force, healing them. This is the equivalent of 20 shifts worth of healing and renewal, though what it could heal depends on the severity of the wounds and how quickly the healing is applied.
Blessing of Knowledge
Thaumaturgy, Divination 16 shifts, +2 for area, +2 for duration
You infuse all allies in an area with a glimpse of the vastness of the universe and the way to understand it, pertaining to the situation or challenge at hand. All people in the area get four sticky aspects  applied to them, usually the "Knowledge is Power", "Glimpse of Things to Come", "Spark of Wisdom" and "Divine Insight" aspects though those might vary with the situation. The effect of the aspects lasts longer than normal. On what those aspects can be used depends on the situation, though knowledge almost always helps.
Blinding Glory
Thaumaturgy, Veils/Soulfire 20 shifts
You draw in power and radiance until you glow brighter than the sun both in physical and metaphysical senses. This amount of power floods the senses of anyone looking sat you, forcing their perception away. Mechanically, this is a block against perception (veil) that attackers must beat before they can sense you. It has an advantage over invisibility veils in that it is not an illusion - but it also has the disadvantage that it might make you unseeable but not unnoticed. In fact, you probably write "a soulfire wielder was here" in letters many can read from the highest heaven to the lowest pit. It is possible that rare creatures with very powerful senses abilities can ignore the Blinding Glory altogether without having to roll.
Epic Reflection
Thaumaturgy, Warding 20 shifts
You erect a powerful Ward on a passage, threshold, building or around the caster. Attempts to breach the barrier from outside are blocked and, if not strong enough to breach the barrier, returned upon the attacker in equal measure.
Fires of Heaven
Thaumaturgy, Soulfire 4 shifts, zone-wide 2 shifts, 14 shifts for duration
You infuse an area with the fires of heaven, applying the "holy" sticky aspect to it, making it into hallowed ground and creating a bastion of light where the forces of Darkness would fear to enter. Unlike the brief effects of most magic, this burst of holy power is equivalent to a major holy entity touching the place; the consecration will last for many generations, perhaps forever.
Metafaculty
Thaumaturgy, Divination 20 shifts
Knowledge is Power. That is why practically every wizard makes summonings and divinations for information. Unlike most weaker such spells that contact a limited number of entities, you elevate your mind to a near-universal consciousness, cogitating countless impressions and predictions involving the subject in question. You learn about the subject what a knowledge-related skill roll (usually lore or contacts) of 20 would reveal. You might not learn everything but by the time you start learning what said demon's favorite color is or what it ate for breakfast you know you've learned everything useful.
Microcosm
Thaumatugy, Divination/Veils 15 shifts, 5 for duration
Knowledge is Power. Sometimes, when you deny someone that knowledge you can control them far more easily than if you'd attempted to dominate their minds and free will. This spell applies a greater veil on the victiom, denying him knowledge by making whatever you do not want them to know utterly insignificant and immediately forgettable. You could veil a topic, an individual, a series of related actions and whatever else you'd like, depending on how much control you have for such delicate magic. In effect, for the duration of the spell the victim lives in the world as the caster shapes it. Unfortunately, while veiling anything is possible, creating a vision of what si not real is beyond the ability of the spell; you cannot fabricate lies through it.
Sword of Damocles
Thaumaturgy, Binding/Disruption 1/19 shifts
You fashion a binding against some actions on a creature and assign a disruption landmine to the binding to go off if the binding is breached. Instead of creating a powerful binding to make the action impossible, you create the minimum binding possible and the biggest landmine possible (1 shift/19 shifts). The creature is able to easily breach the binding if it tries so it can choose to do the forbidden action anyway. If it exercises that free will though, the landmine goes off, attempting to disrupt the creature's power, severing it from the source and making it powerless. Treat this as a spiritual attack that deals stress - take out does not kill but makes the creature lose its powers instead.


Other Spells
Those spells are not Rotes - Daira has to roll normally - but she uses them quite often all the same.

True Creation
Thaumaturgy, Conjuration/Soulfire 5 shifts for car-sized mass, 2 shifts for object complexity, 13 shifts into duration
Using the Fires of Creation as a matrix to support your energy, you create objects no more massive or mechanically complex than a car. Actual technologically advanced objects do not work but you could create a lot of other things. Unlike most conjurations, this one is powerful enough to last practically forever, even if the objects created are recognizably supernatural. Being made of Soulfire, weapons crafted in this manner are especially potent, harming supernatural creatures far more easily than their weapon rating would suggest.
The Pearly Gates
Thaumaturgy, Conjuration/Soulfire 1 shift for simple object, 19 shifts for extra mass several times over
Using the Fires of Creation as a matrix to support your energy, you create a massive wall from some very hard, very solid material. Considering that only 2 shifts are enough to increase mass from a coin to a car's, and 6 would be enough mass to cover a city park in small animals, 19 shifts would be enough for a massive fortified wall, around a small town - though the wall does not have to be conjured inthat specific shape. The wall is easily recognizable as supernatural and, depending on your craftmanship or any shifts you put into making complex parts, it may or may not have "pearly gates".

Title: Re: Generic NPCs
Post by: zaczane on April 30, 2011, 01:31:51 AM
good that is kinda cool but exactly how old is she???
Title: Re: Generic NPCs
Post by: Belial666 on April 30, 2011, 02:03:32 AM
She was born in 1604 so she is probably 407 years old (around Ancient Mai's age), though she could be a great deal older if she spent time wandering in areas of the Nevernever where time runs a lot faster. She looks younger than Kincaid though; both are scions but while we don't know who Kincaid's parent was, Asha Vahishta is archangel equivalent. She/he/it may even be an archangel given the parallels between Abrahamic and Avestan religions. In effect, Daira is very young for a major power.
Title: Re: Generic NPCs
Post by: zaczane on April 30, 2011, 02:59:34 AM
well if i were you wait did you create this or did someone else cause yes she is very powerful, but with only 9 more refresh used on powers than the man who walks behind. i wouldn't say Archangel, plus ive seen some demons that had -49 or maybe it was more.
Title: Re: Generic NPCs
Post by: zaczane on April 30, 2011, 03:03:20 AM
O O O i just finished the ultimate Plot device. so powerful that most other plot devices wouldn't get in his way.  i don't have all of his backstory complete yet but i have the basics so give me a little while to post that. alos the reason he had so much refine ment is because he was trapped in a part of the Outer Gate were time moved so fast that 1 million years to him would be about 1 year or so to us.  he had his focus item when he was sucked in. he disappeared for about 20 years. thats about 20 million to him so nothing but time for his to practice and gain power and so on and so forth.
Title: Re: Generic NPCs
Post by: zaczane on April 30, 2011, 03:04:44 AM
Richard Valiant
nickname-Averax
High Concept-God of the Great Old Ones
Trouble-Heavyweights on my A#@
Aspects-Supernatural Heavyweight, Evocation Perfectionist, Blank Face, Great faith in my self, Feared reputation
Human Skills-All stats[+15]      
Beast form skills-all stats [+20]
Stress-Physical[30 stress][5 armor], Mental[30 stress][5 armor], Social[30 stress][5 armor]
Powers
Ultimate Immunity[-50][make you completely immune to all physical, mental, social attacks]
P-Immunity catch[+2][holy items]
M-Immunity catch[+2][prayer]
S-Immunity catch[+2][intimidation]
Legendary Toughness[-10][+22 physical stress, 5 armor to physical attacks]
Legendary Stoicism[-10][+22 mental stress, 5 armor to all mental attacks]
Legendary Status[-10][social stress, 5 armor to all social attacks]
Legendary Speed[-10][+5 to athletics,+10 when sprinting]
Legendary Strength[-10][+24 attacks using strength, lifting, breaking]
Legendary Recovery[-10][heal 5 mild consequences during a scene]
Power of the Unknown[-20][you only take ½ the mental stress when drawing power higher than your conviction.]
Reality warp[-20][create things, creature at will. They can have 15 max refresh and still have free will]
Evocation[-3][Earth][fire][lightning]
Refinement[-600][+100 to Power for Earth, Fire, Lightning][+100 to control to Earth, Fire, Lightning]
Focus item[Guantlets][+100 to power of Earth, Fire, Lightning][+100 to control of Earth, fire, Lightning]
Claws[-1]
Human guise[+0]
Marked by Power[-1][himself]
Spider walk[-1]
Telepathy[-2]
Ultra dangerous mental aura[-4][does a mental attack of weapons 3 at Epic roll to every one near you. People can be excepted by name]
Echoes of the beast[-1][can sense fate]
Beast Change[-1][change into his true Outer Gate form]
Specialized Transition[-2]same as swift transition except it can also go to the outer gate]
Incite emotion[-4][loyalty,terror,at range, aura]
Undying[-1]
Summoning[-8]summon other Old Ones to do his bidding
Ultimate breath weapon[-6][4 zone range, weapon of 8
Refresh cost[-755]
Total Refresh[800]
Title: Re: Generic NPCs
Post by: zaczane on April 30, 2011, 03:10:39 AM
if i did any math wrong or if you have any other ideas for the God Of the Great Old Ones Tell me please.
Title: Re: Generic NPCs
Post by: Belial666 on April 30, 2011, 08:53:32 AM
First of all, there is no contest to build the most powerful character ever using DFRPG rules.

Secondly, supernatural heavyweights are plain beyond stats, at least using the existing rules. Mab can cause a snowstorm big enough to cover the entire city of Chicago and barely exert herself. Uriel killed the firstborn children of an entire nation. The Morningstar created a circle of Hellfire a quarter-mile across hot enough to instantly obliterate Denarians and powerful enough to cut off the Archive (a lesser supernatural heavyweight herself) without even being present on the same world at all. Any one of those feats would require thousands of shifts of power, not dozens or hundreds. A supernatural heavyweight that is uncontrolled and unbound by rules could well destroy civilization - which is why breaking the balance of Faerie back in Summer Knight was a really bad idea. It is also why summoning Old Ones is a bad idea.

Third, the absolute maximum base power the system allows in evocation if you follow the rules is 24 power. That's nowhere near thousands. So if you follow the rules, you plain can't stat them.
Title: Re: Generic NPCs
Post by: BumblingBear on April 30, 2011, 09:29:16 AM
Uh... yeah.

Plot devices that powerful really don't have a place being statted in a game.

Normal power characters, hell, even the white council would be obliterated...

And if your PCs are powerful enough to deal with something like that, they won't have any other problems interesting enough to make a good game.
Title: Re: Generic NPCs
Post by: ways and means on April 30, 2011, 06:55:51 PM
I doubt killing all the firstborn in Ancient Egypt would be more than a 80 shift ritual with thaumaturgy we are talking thousands of deaths max, as for the others I agree with you pretty much un-stat able though I wouldn’t count the Archive as a real power player on that level, she is as squishy mortal and a thug with a bottle could kill her if she was caught unawares and wasn't being protected by our favourite mercenary. In terms of raw cosmic power she is slightly weaker than Harry though I admit she does have near infinite lore and above epic discipline, If I had to rat her lore skill it would be over 9000.   
Title: Re: Generic NPCs
Post by: zaczane on April 30, 2011, 08:47:11 PM
ok ok fine i see were you are going there with this but whats the fun in making a supernatural heavyweight(which i did cause i wanted to not as a contest or anything) if you don't stat them or try to and he is going to be a plot device but more like you never fight him because his aspect that oh crap that i forgot to put in is not to be powerful try to destroy every one with his power. no no no its to F#@k with the little guy.  Also kinda as a joke my friend said the Almighty's Powers and stats are this

The Almighty
Powers
Creation(-10000000000000)able to create anything, creature or item at will
Free Will Transfer(-10000) able to give his free will to anything
free will creator(-10000)roll conviction to give you self free will
power creator(-10000)roll conviction to give youself more powers
Stats
Conviction(100000000000000000000000000000000000000)
all other stats at (1000000000000000000000000000000000)
Title: Re: Generic NPCs
Post by: zaczane on May 01, 2011, 04:58:50 AM
hey dude when you said
First of all, there is no contest to build the most powerful character ever using DFRPG rules.

Secondly, supernatural heavyweights are plain beyond stats, at least using the existing rules. Mab can cause a snowstorm big enough to cover the entire city of Chicago and barely exert herself. Uriel killed the firstborn children of an entire nation. The Morningstar created a circle of Hellfire a quarter-mile across hot enough to instantly obliterate Denarians and powerful enough to cut off the Archive (a lesser supernatural heavyweight herself) without even being present on the same world at all. Any one of those feats would require thousands of shifts of power, not dozens or hundreds. A supernatural heavyweight that is uncontrolled and unbound by rules could well destroy civilization - which is why breaking the balance of Faerie back in Summer Knight was a really bad idea. It is also why summoning Old Ones is a bad idea.

Third, the absolute maximum base power the system allows in evocation if you follow the rules is 24 power. That's nowhere near thousands. So if you follow the rules, you plain can't stat them.

first no they aren't above stats to the existing rules or all of them at least.

second Averax could kill mab for 3 reasons
1 mab has a weakness averax has unknown catches to his immunity and no catches for his legendary Toughness, stoicism, status.
2 mab can control cold weather on her but averax could just ripe a whole in reality sucking her into the outer gate were she couldn't do F#@king Sh@t.
3 sure averax could do that but what your thinking right now before you read this next sentence is that well he still has to beat mabs skills to do this well mab a has most of her skills at +8 some at +9, +10. all of averax's stats are at +15 in human form/guise. so she would have to get great positives and he would have to get negatives for her to win

lastly it would not take 1000's of refresh to do the ring of hellfire or the chicago covering snow storm, yes those are impressive but for every power shift you have to remember that it doubles in size so it would probably take a couple hundred but couple thousand would be more like the next ice age.

P.S you contradicted yourself bravo my friend bravo. by saying supernatural heavyweights do go by the rules then at the end you state by the rules evocation only goes up to 24 power.

if you can bring a better comeback than that i will congratulate you.
Title: Re: Generic NPCs
Post by: ways and means on May 01, 2011, 05:19:22 AM
I am also pretty certain that Averax is not a canon dresden files character and does not fit into the dresden files power system which is Earth bound and leaves the powers of world ending destruction to the highest of the supernatural Heavy Hitters ie God. Comparing Averax to Maab is like comparing the Unconcquered Sun of Exalted to a normal solar exalt both of them are plot device levels characters capable of epic degree's of destruction but both are on completly different scales of potency. Averax is a Galatic or even Universal power whilst Maab isn't even the strongest power on Earth just one of them, Maab could be killed by Titania, either of the mothers, God, God's representative (The Arch Angels) and probably even Morning Star. There is only one power in the DF who is stronger than Averax is described and that is God if God is everything people belive HIM to be.
Title: Re: Generic NPCs
Post by: Samael on May 01, 2011, 05:33:54 AM
Well, if pure worship determine a gods powers, then arguably Buddha or Hindu pantheon would out match WG in raw strength. So if that is how Jim chooses to run it per Canon even the White God has equally strong(er) rivals possibly.
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 01, 2011, 06:20:01 AM
Going to ignore the plot-device character/God debate, because character building without limits isn't fun for me.

I'm afraid that Lore 10 is not possible within the bounds of the Deep One power level. Lore 6 with a stunt giving +4 in exchange for a point of sponsor debt, however, is. You may have noticed that I'm playing pretty loose with stunt power limits here. Greater Glamours and Mythic Recovery sound good. Deceit is a must for Incite Emotion. Imitating the conscience sounds like a poetic description of an Incite Emotion effect.

By the way, by "and aren't cold" I meant "cold cannot harm Grandfather Glacier even if it can strike the immaterial". I'll make that more clear.

The North Pole sounds like an IoP. I like the name, by the way.
Title: Re: Generic NPCs
Post by: zaczane on May 01, 2011, 02:27:11 PM
The North pole would be an IoP but can you make an IoP also a focus item.
Title: Re: Generic NPCs
Post by: zaczane on May 01, 2011, 02:28:34 PM
also it fine that u stay out of the debate but you could at least acknowledge that the Almighty stats are kinda funny ;D
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 01, 2011, 09:45:04 PM
Grandfather Glacier (Deep One)

High Concept: Grandfather Of The Frost Family
Other Aspects: Reality Warper, Destroyer Of Minds, Very Very Very Very Old, Uber-Ghost
Skills:
Epic: Deceit
Fantastic: Discipline, Lore
Superb: Presence, Conviction, Scholarship
Great: Empathy, Investigation, Athletics
Good: Intimidation, Alertness, Endurance
Fair: Rapport, Survival, Performance
Average: Burglary, Craftsmanship, Stealth, Survival
Stunts:
Supernatural Rolodex (Lore): Use Lore instead of Contacts when dealing with supernatural creatures.
Ancient Knowledge (Lore): Take a point of sponsor debt to get +4 to a Lore roll.
I Have Lived History (Scholarship): +2 to Scholarship concerning the past.
I Know My Own Weaknesses, Thank You Very Much (Lore): +2 to Lore concerning his own catches.
Powers:
Greater Glamours [-4]
The Sight [-1]
Piercing Gaze [-0] (Reflavoured Soulgaze)
Wings [-1]
Incite Emotion (Mimic Conscience) [-1]
Two Additional Emotions (Loyalty, Betrayal) [-2]
At Range [-1]
Lasting Emotion [-1]
Potent Emotion [-1]
Super-Potent Emotion [-1] (From Vitto Malvora’s writeup in Our World. Gives one weapon 6 Incite Emotion attack per scene.)
Sponsored Magic (Frost Family) [-4]
Demesne [-1]
Swift Transition [-2]
Marked By Power (Frost Family) [-1]
Domination (Master Dominator, Possession) [-7]
Spirit Form [-3]
Inhuman Speed [-2]
Inhuman Toughness [-2]
Mythic Recovery [-6]
The Catch (fire) [+3]
Physical Immunity [-8]
The Catch (immune to cold and things that can't strike the immaterial) [+2]
Custom Powers:
Random Recovery [-2?] When Grandfather Glacier is exposed to fire, flip two coins. If both are heads, then prevent all damage and give Grandfather Glacier the benefits of a scene of recovery.
Emotion Burst [-1] May take a -2 penalty to hit a zone with Incite Emotion.
At Long Range [-1] Incite Emotion has 3 zones of range.
Total Refresh Cost:
-52
Refresh Total:
-14
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 01, 2011, 09:51:47 PM
@zaczane: I actually find the Almighty's Free Will Transfer power interesting. I think it could work as a generally available power for fate point/refresh donation. As for IoP rules, I'm pretty sure that they can be foci. Whether they can grant Refinement is a touch less certain, but balance is not a primary concern with these guys.

Also, I'd just like to point out that Grandfather Glacier has more refresh spent than King Blizzard, who has more refresh spent than Barrakan. This is intentional.

@Belial: You may want to replace Ride with a real skill.
Title: Re: Generic NPCs
Post by: zaczane on May 02, 2011, 04:23:01 AM
good job i like him a lot but are you going to put jack frost at the same as barrakan and mom the same as king blizzard or different.
jack frost love to perform.  mom is very good at evocation, thaumaturgy obviously, but she is also the very high at social skills but not as high as the best in the family jack frost.  sponsered magic(frost family) that comes from Mom's item of power,focus item the North Pole.
Title: Re: Generic NPCs
Post by: zaczane on May 02, 2011, 04:24:07 AM
Mom should have summoning of some sort so long as there is ice around. and i like GFG's aspect cause its funny but also true Uber Ghost.
Title: Re: Generic NPCs
Post by: devonapple on May 02, 2011, 04:42:55 AM
also it fine that u stay out of the debate but you could at least acknowledge that the Almighty stats are kinda funny ;D

What's the debate about?
Title: Re: Generic NPCs
Post by: zaczane on May 02, 2011, 01:25:27 PM
how the supernatural heavyweight i created isn't better than mab or some of the other heavyweights but he is except the almighty of course.  the reason is because first he has a F#@king lot of refresh but his skills are also really high so mab and the others would have to pass and him to fail for them to beat his skill
Title: Re: Generic NPCs
Post by: BumblingBear on May 02, 2011, 02:38:08 PM
Zaczane, I don't think you understand the general tone in response to some of your posts.

This isn't about which plot device is better.  It's about the lack of any need to stat out a plot device - because they're pretty much un-stattable.  Plus, you don't need stats because you can make them do whatever you want.

Does this make sense?
Title: Re: Generic NPCs
Post by: devonapple on May 02, 2011, 06:13:51 PM
This isn't about which plot device is better.  It's about the lack of any need to stat out a plot device - because they're pretty much un-stattable.

Exactly. DFRPG isn't a simulation-based combat game (much to the disappointment of some). I mean, it's easy enough to cobble together a pile of Powers and see what sort of a cinematic conflict one can create, and that can be fun for awhile, but the real meat of the FATE system is in the stories you create. Powers are - when you break it down - simply a set of prescribed methods for affecting the story.

Making NPCs with ALL the Powers isn't a challenge. Making the PCs cringe whenever they hear his name or his voice is the real objective. And you don't simply do that by mopping the floor with them in a stand-up conflict. You get that by mopping the floor with their hopes and dreams. For just 15 Refresh you can build an overpowered Warlock who can do as much damage as this guy, run roughshod over all the PCs' lives, exploit and ruin all of their meaningful relationships, and generally make the game a real challenge for them. He may not be able to automatically bend the Outer Gates open, but he could try, and try his darnedest to feed the PCs to his Old One Masters. And the PCs will fight him over it, and hopefully win.

The GM's ability to make a bigger badass has never been in question. It's what the GM can do with that badass that matters.
Title: Re: Generic NPCs
Post by: Silverblaze on May 02, 2011, 07:00:33 PM
Exactly. DFRPG isn't a simulation-based combat game (much to the disappointment of some). I mean, it's easy enough to cobble together a pile of Powers and see what sort of a cinematic conflict one can create, and that can be fun for awhile, but the real meat of the FATE system is in the stories you create. Powers are - when you break it down - simply a set of prescribed methods for affecting the story.

Making NPCs with ALL the Powers isn't a challenge. Making the PCs cringe whenever they hear his name or his voice is the real objective. And you don't simply do that by mopping the floor with them in a stand-up conflict. You get that by mopping the floor with their hopes and dreams. For just 15 Refresh you can build an overpowered Warlock who can do as much damage as this guy, run roughshod over all the PCs' lives, exploit and ruin all of their meaningful relationships, and generally make the game a real challenge for them. He may not be able to automatically bend the Outer Gates open, but he could try, and try his darnedest to feed the PCs to his Old One Masters. And the PCs will fight him over it, and hopefully win.

The GM's ability to make a bigger badass has never been in question. It's what the GM can do with that badass that matters.

Well said.

It isn't about winning or crushing the PC's, that's easy.  GM's/players with that mentality I tend to avoid or openly, publicly,and personally mock...just not on forums where I can get banned and stuff.

There are some systems where stacking and munchkining is rewarded and to some extent, it is true with any system this one included.  Though the stories are far more important, otherwise this setting wouldn't be nearly as ideal as some others.  People obviously like the fictional world.


EDIT: Thread derailed much?
Title: Re: Generic NPCs
Post by: zaczane on May 03, 2011, 01:42:43 AM
Zaczane, I don't think you understand the general tone in response to some of your posts.

This isn't about which plot device is better.  It's about the lack of any need to stat out a plot device - because they're pretty much un-stattable.  Plus, you don't need stats because you can make them do whatever you want.

Does this make sense?


k bud thanks for trying to make me feel stupid but i'm not.  i purly made this NPC/plot device is because i wanted to.  the other thing is that he is like the joker in dc comic's batman stories.  he never directly fights batman unless absolutely necessary and even though there have been multiple time he could kill batman he doesn't cause he loves to see the world F@#king burn.
Title: Re: Generic NPCs
Post by: zaczane on May 03, 2011, 01:46:28 AM
Exactly. DFRPG isn't a simulation-based combat game (much to the disappointment of some). I mean, it's easy enough to cobble together a pile of Powers and see what sort of a cinematic conflict one can create, and that can be fun for awhile, but the real meat of the FATE system is in the stories you create. Powers are - when you break it down - simply a set of prescribed methods for affecting the story.

Making NPCs with ALL the Powers isn't a challenge. Making the PCs cringe whenever they hear his name or his voice is the real objective. And you don't simply do that by mopping the floor with them in a stand-up conflict. You get that by mopping the floor with their hopes and dreams. For just 15 Refresh you can build an overpowered Warlock who can do as much damage as this guy, run roughshod over all the PCs' lives, exploit and ruin all of their meaningful relationships, and generally make the game a real challenge for them. He may not be able to automatically bend the Outer Gates open, but he could try, and try his darnedest to feed the PCs to his Old One Masters. And the PCs will fight him over it, and hopefully win.

The GM's ability to make a bigger badass has never been in question. It's what the GM can do with that badass that matters.

i understand how to GM i'm not a total noob here guys maybe to this forum but not Gaming.  of corse i could do that with a 15 refresh character but its more fun to have a base from which you conflict comes from. then i can establish enemies from him and
Title: Re: Generic NPCs
Post by: zaczane on May 03, 2011, 01:47:40 AM
k ive said my part now i don't care what you have to say i declar debate over my character over just get the thread back on track
Title: Re: Generic NPCs
Post by: BumblingBear on May 03, 2011, 04:27:54 PM
k ive said my part now i don't care what you have to say i declar debate over my character over just get the thread back on track

These post are extremely annoying and hard to read.

I say that with love.
Title: Re: Generic NPCs
Post by: Silverblaze on May 03, 2011, 04:34:04 PM
Requests for: Sanctaphrax
New York city firefighter
 LAPD police
 armchair general (miniature gamer obsessed with tactics and history)
 army special forces operative
 MI6 agent (james bond rip off)
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 03, 2011, 08:54:21 PM
Requests noted.

Some have already been fulfilled.

MI6 Agent: Spy stats can be found in reply #277, reply #276, and reply #201.
Army Special Forces Operative: Special Forces soldier stats can be found in reply #5.
LAPD police: Stats for various types of cop can be found in reply #278, reply #221, reply #196, reply #91, and reply #227.

I don't have any firefighters or armchair generals, though. I'll get to them as soon as you tell me what makes New York firefighters different from other firefighters.

Also, please tell me if what I have already isn't what you're looking for.
Title: Re: Generic NPCs
Post by: Silverblaze on May 03, 2011, 09:00:29 PM
Requests noted.

Some have already been fulfilled.

MI6 Agent: Spy stats can be found in reply #277, reply #276, and reply #201.
Army Special Forces Operative: Special Forces soldier stats can be found in reply #5.
LAPD police: Stats for various types of cop can be found in reply #278, reply #221, reply #196, reply #91, and reply #227.

I don't have any firefighters or armchair generals, though. I'll get to them as soon as you tell me what makes New York firefighters different from other firefighters.

Also, please tell me if what I have already isn't what you're looking for.

Ah good call.  My bad.  As for new york, I was simply working with many people know as the most famous version.
Title: Re: Generic NPCs
Post by: zaczane on May 04, 2011, 01:04:30 AM
dude i found a thing that might not even work in the dresdeverse even though the saying is "If you can think of it there is at least an explaination for it in the RPG or books of dresdeverse". well heres something thats not a wizard who controls and manipulate TECHNOLOGY to his own gain.
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 04, 2011, 02:14:24 AM
Can't help you there, I'm afraid. The mechanics of the canon setting are not exactly my specialty. I recommend taking a look at the custom power thread, which might have something helpful for such a character.

In any case, this isn't really the place for that discussion. A new thread would probably be a good idea.

The following writeup is based entirely upon my incomplete understanding of firefighting.

Firefighter (On the Beach)

High Concept: Firefighter
Other Aspects: The Real Heroes, Dangerous Job
Skills:
Good: Endurance
Fair: Might, Scholarship, Weapons, Athletics
Average: Alertness, Driving, Conviction, Investigation
Stunts:
Toughness Of Mind And Body (Endurance): Use Endurance to defend against fear.
Fireproof (Endurance): Armour 2 against fire.
First Aid (Scholarship): +2 to apply emergency medical aid.
Fire Truck (Driving): +2 to drive a fire truck.
I Know My Job (Alertness): +2 to assessments and declarations related to his job.
Total Refresh Cost:
-3 (Pure Mortal)
Refresh Total:
1
Title: Re: Generic NPCs
Post by: zaczane on May 04, 2011, 02:48:52 AM
ok i hav a good one for you or at least half of one
what could i put for aspects possibly other things to if there is any ideas for a Loup garou that can actually change when he chooses.  other than getting rid of the unwanted change power
Title: Re: Generic NPCs
Post by: MijRai on May 04, 2011, 02:52:54 AM
ok i hav a good one for you or at least half of one
what could i put for aspects possibly other things to if there is any ideas for a Loup garou that can actually change when he chooses.  other than getting rid of the unwanted change power

You mean... A powerful werewolf.
Title: Re: Generic NPCs
Post by: BumblingBear on May 04, 2011, 04:04:00 AM
You mean... A powerful werewolf.

Yup.

Just up the refresh and add physical immunity to an existing werewolf.

I personally hate physical immunity, though... unless it has a pretty large catch.

Like, physical immunity to magic, or physical immunity to bullets is acceptable.  Physical immunity to everything but inherited silver is more plot device territory.
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 04, 2011, 10:40:53 PM
I dunno about that. Loup-garou differ from ordinary werewolves significantly.

I'd think that a voluntary loup-garou would have a very high Discipline to reflect extremely good self-control. Demonic Co-Pilot and the Berserker stunt would also seem appropriate.

As for aspects, I'd add something to reflect the "always-angry killing machine" attitude that comes with loup-garou-hood. It might also be fun to make him an incredibly boring person in normal life, with aspects to reflect that.
Title: Re: Generic NPCs
Post by: zaczane on May 04, 2011, 11:18:10 PM
that sounds good to me
i wounder what kind of demon possesses a loup garou though
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 04, 2011, 11:30:18 PM
Sorry, no idea.
Title: Re: Generic NPCs
Post by: Belial666 on May 04, 2011, 11:41:24 PM
Spiritually vivisect the Loup-Garou and find out!!!  ;D


Joking aside it's probably a rage demon, since the Loup is a mindless engine of destruction.
Title: Re: Generic NPCs
Post by: ways and means on May 04, 2011, 11:44:07 PM
The spirit of Luna Mania or maybe a spirits of rage who is just more potent in the full moon.
Title: Re: Generic NPCsopions
Post by: zaczane on May 05, 2011, 02:06:49 AM
hey i know this maybe an obvious question to some people but is necromancy only done through thaughmaturgy
thats what i think it would be anyway but just to be sure i wanted some other opinions
Title: Re: Generic NPCs
Post by: Samael on May 05, 2011, 02:10:52 AM
1) Its spelled "thaumaturgy"

2) Kemmlerian Necromancy - look it up in the Sponsored Magic section of the Spellcraft chapter.
Title: Re: Generic NPCs
Post by: BumblingBear on May 05, 2011, 11:10:44 AM
1) Its spelled "thaumaturgy"

2) Kemmlerian Necromancy - look it up in the Sponsored Magic section of the Spellcraft chapter.

This.

Plus, I know that this thread has gotten WAAAAY off track, but we should probably take our non NPC posts somewhere else.
Title: Re: Generic NPCs
Post by: zaczane on May 05, 2011, 12:52:14 PM
well sorry if i didnt make it clear but if any body wants to make me a mindful loup garou thank you
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 05, 2011, 09:32:31 PM
This is heavily based upon the Loup-Garou entry on page 94 of OW.

This guy doesn't have free will. I hope you don't have a problem with that.

Voluntary Loup-Garou (Snorkeling)

High Concept: Not-So Accursed Loup Garou
Other Aspects: Possessed By A Nasty Spirit, Double Life
Skills (Beast Form):
Superb: Fists, Discipline
Great: Athletics, Intimidation, Alertness
Good: Endurance, Conviction, Might
Fair: Presence, Survival, Investigation
Average: Empathy, Lore, Burglary
Stunts:
Berserk (Fists): May go berserk, attacking until death. While berserk, gets +1 to hit, +1 to damage, -1 to defence.
Chained Beast (Discipline): +2 to Discipline when defending against Demonic Co-Pilot.
Powers:
Echoes Of The Beast [-1]
Beast Change [-1]
Human Form [+1] affecting:
Demonic Co-Pilot [-1]
Claws [-1]
Hulking Size [-2]
Supernatural Strength [-4]
Supernatural Speed [-4]
Supernatural Recovery [-4]
The Catch (inherited silver) [+2]
Physical Immunity [-8]
The Catch (inherited silver, certain rituals) [+2]
Total Refresh Cost:
-23
Refresh Total:
-10
Title: Re: Generic NPCs
Post by: jadecourtflunky on May 05, 2011, 11:16:08 PM
1 more refresh and the loup-garou becomes an engine of destruction that can shift whenever it wants. Scary.
Title: Re: Generic NPCs
Post by: zaczane on May 06, 2011, 12:26:56 AM
yeh well my friend says that if control when it forms then its just another werewolf not a loup-gaou
which i personally have to say is BS because the way you made it was much better
Title: Re: Generic NPCs
Post by: BumblingBear on May 06, 2011, 02:20:06 PM
yeh well my frined says that if control when it forms then its just another werewolf not a loup-gaou
which i personally have to say is BS because the way you made it was much better

Not only that, you could compel the heck out of any PC or NPC who turns into a Loup Garou when he/she is changed.

You could make it more of a liability to change than a boon.

Like... the Loup Garou /should/ have to pay a few fate points to just not attack his team mates in the first few minutes of the change.

The loup garou /should/ have to pay a fate point (to resist a compel) in order to change back whenever he wants.

The flip side is that while a loup garou, he/she should be getting compels to pretty much kill and destroy everything around.  So if the PC is crafty and changed into a monster in the middle of a WCV hideout.... ::evil grin::
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 07, 2011, 02:05:30 AM
That's probably the best way to play a loup-garou. Like the Hulk, but nastier.

Armchair General (Hydrophobe)

High Concept: Wargamer
Other Aspects: Miltary History Buff, Strategist
Skills:
Good: Scholarship
Fair: Presence, Resources
Average: Contacts, Deceit, Discipline
Stunts:
Military History Buff (Scholarship): +1 to Scholarship concerning history, +2 concerning military history.
Strategist (Scholarship): Use Scholarship +1 to make assessments and declarations about strategy.
Gamer (Scholarship): +1 to any skill used to play games.
Total Refresh Cost:
-1 (Pure Mortal)
Refresh Total:
1
Title: Re: Generic NPCs
Post by: jadecourtflunky on May 07, 2011, 02:07:58 AM
No one is nastier than the hulk. Hulk is strongest there is. (Though a loup-garou vs. Hulk fight would be the most epic thing ever.)
Title: Re: Generic NPCs
Post by: Silverblaze on May 07, 2011, 02:10:11 AM
No one is nastier than the hulk. Hulk is strongest there is. (Though a loup-garou vs. Hulk fight would be the most epic thing ever.)

Urge to get into comic book debate rising... nice job on the armchair general, might give him the gamer stunt, but looks perfect to me.  Can actually use that knowledge to help PC's not just in a gaming environment also, and do so well even.
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 07, 2011, 02:12:04 AM
I forgot that the gamer stunt existed. Kinda embarassing, since I wrote it.

Adding it now.

Also changing Rapport to Deceit, given how important bluffing is in many games.

And adding a couple of aspects.
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 07, 2011, 02:22:52 AM
So, there are two members of the Frost Family left. The mother and the favoured son.

I plan to give mom Epic Discipline and Lore plus Fantastic Conviction and Deceit. She'll have the North Pole and a pile of spellcasting powers. Plus a bunch of social stunts. I'm currently wondering what I should give to the North Pole other than Refinement and whether Glamours fit her character.

Jack Frost will probably be a shapeshifter, since it fits what I've heard of him and doesn't overlap with the rest of the family. I'm thinking True Shapeshifting, Modular Abilities, Greater Glamours, and even more social stunts than mom. Epic Deceit and Performance. Maybe a mimic suite on top of all that, or maybe not.

Anything you'd like to add, zaczane?
Title: Re: Generic NPCs
Post by: Belial666 on May 07, 2011, 01:21:56 PM
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
Title: Re: Generic NPCs
Post by: zaczane on May 07, 2011, 04:37:09 PM
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.
Title: Re: Generic NPCs
Post by: zaczane on May 07, 2011, 04:42:32 PM
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.
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 07, 2011, 07:04:27 PM
@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.
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 07, 2011, 07:56:15 PM
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
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 08, 2011, 02:48:58 AM
Technically speaking, The North Pole violates the rules for foci. But the rule that it violates is totally insignificant, so it's alright.

Mother Sleet (Deep One)

High Concept: Mother Of The Frost Family
Other Aspects: Master Cryomancer, Shockingly Manipulative, Bearer Of The North Pole
Skills:
Epic: Discipline, Lore
Fantastic: Conviction, Deceit
Superb: Presence, Empathy
Great: Contacts, Resources
Good: Endurance, Intimidation, Rapport
Fair: Athletics, Scholarship, Alertness, Weapons
Average: Fists, Might, Craftsmanship, Performance
Stunts:
Teflon Persona (Presence): Armour 1 against people who know who she is.
Illusion Of Grandeur (Deceit): Use Deceit for first impressions.
I'm Your Friend (Deceit): +2 to Deceit when feigning friendliness or loyalty.
Dishonest Persuasion (Deceit): Use Deceit instead of Rapport for "soft" social attacks.
Thaumaturge (Lore): +2 to Lore when using it to make declarations as part of thaumaturgy preparation.
I'll Just Ignore You (Discipline): Use Discipline for social defence.
Powers:
Marked By Power (Frost Family) [-1]
Greater Glamours [-4]
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Refinement [-8]
Sponsored Magic (Frost Family) [-2]
Inhuman Speed [-2]
Supernatural Toughness [-4]
Inhuman Recovery [-2]
The Catch (fire) [+3]
Physical Immunity [-8]
The Catch (not cold) [+6]
Custom Power:
Ice-Cold Recovery [-2?] When Mother Sleet is exposed to fire, flip two coins. If both are heads, then prevent all damage and give Mother Sleet the benefits of a scene of recovery.
Item Of Power (The North Pole) [+2] granting:
Vast Hyper-Dangerous Aura [-7]
Refinement [-3]
Magic:
Evocation (Air, Water, Earth, Spirit): +1 water power, +2 water control
Thaumaturgy: +1 crafting power, +2 crafting frequency, +3 cryomancy control, +4 cryomancy complexity
Foci: The North Pole (+2 offensive water control and power, +1 defensive water control and power), Tome Of Frost (+4 cryomancy complexity)
Enchanted Items (all have 3 uses/session): Robes (8 shift block against attack), Ring Of Protection (8 shift block against attack), Body Wrappings (armour 4), Belt Of Protection (armour 4), 4 potion slots (strength 8)
Total Refresh Cost:
-45
Refresh Total:
-7
Title: Re: Generic NPCs
Post by: Katarn on May 08, 2011, 06:19:47 AM
Been meaning to do this one for awhile... Since he's supposed to be just a man (albeit a superhero), I put most of the stress in stunts and skills.  Evaluate please:

Captain America (Steven Rogers):

High Concept: Iconic Super-Soldier of America
Trouble: Idealist to the Bitter End
Other Aspects: Loyal to Nothing but the Dream, WWII Veteran, Avenger, Unshakable Devotion, Old-Fashioned Manners
Skills:
Superb: Weapons, Conviction, Athletics
Great: Endurance, Discipline, Might
Good: Alertness, Empathy, Guns
Fair: Rapport, Driving, Scholarship
Average: Investigation, Craftsmanship, Performance
Stunts:
*Pilot
*Fleet of Foot
*Resilient Self Image
*Killer Blow
*Martial Artist
*Lethal Weapon
*Redirected Force
*Leadership
*Good Arm
*Riposte
*Wall of Death
*Tireless
*No Pain, No Gain
 [-13]
Powers:
*Wizard's Constitution [+0]; Steve Rogers ages little (if at all) due to the Super-Soldier Serum
*Item of Power (Captain America's Shield) [+2], granting:
**Physical Immunity [-8] Not even the Hulk could break this shield.
**The Catch [+1] Mjolnir (and possibly other god-level weapons) can break the shield.
**The Catch [+2] The Immunity only applies to the direction the shield is facing.
Total Refresh Cost:
-18
Refresh Total:
10
Title: Re: Generic NPCs
Post by: Samael on May 08, 2011, 06:25:02 AM
I think my main issue with the character is the idea that Captain America is the pinnacle of humanity. Meaning his skills should go no higher then Superb (though he should have several of them there) with stunts boosting things like his weapons and athletics. Likewise I would not say he has the Inhuman Powers as again he is the Pinnacle of Humanity but he does not surpass it. I would suggest getting rid of the powers (except the Shield) and giving him tons of Fate Points to reflect his adaptability.
Title: Re: Generic NPCs
Post by: Katarn on May 08, 2011, 06:35:43 AM
Yea- I wanted to emphasize his physical abilities, but I guess Inhuman is too much.  Look better?
Title: Re: Generic NPCs
Post by: Samael on May 08, 2011, 06:39:32 AM
Much better, nice job.
Title: Re: Generic NPCs
Post by: Belial666 on May 08, 2011, 09:54:47 AM
Except that he's easily killable. Sure, the shield gives him physical immunity in the direction it's facing (which is a clunky mechanic at best - see below). But he still rolls only superb for defense. Say that a dozen soldiers rush him and roll for grapple (skill of good or great). He goes down. Ditto if half of those dozen soldiers roll disarm/trip/other maneuver and the remaining shoot after aiming. Then there's grenades thrown behind him or at his feet, gas grenades, flamethrowers and the like.

@the shield/stunts/build:
All major IoPs are indestructible. That doesn't mean they should work any better. If the Hulk gives one of his trademark two-fisted blows and Cap stays to take it, his shield won't be damaged. But Cap will be a greasy smear on the ground under the shield. So the shield should not give Physical immunity - especially since you got the problem of "facing". Anyone could take a supplemental on his turn to move one zone and position himself behind Cap and then attack, thus rendering the shield useless.
As for his stunts, he has no stunts for his shield. That's just wrong. Plus, he completely lacks the Presence skill and he's the leader of the Avengers.

Here's a build that, I think, is closer. It makes him a lot less killable as long as he has the shield; he blocks most things at +8, +10 for energy attacks, he attacks at +7 with weapon 4 and can do both spray attacks and instantly recover his shield. He is also faster due to mobility and he is a very great leader as he has the Presence skill to go with his Leadership stunt. Give him a bullet-resistant suit for armor 2 and he's set.

Quote
Captain America (Steven Rogers):

High Concept: Iconic Super-Soldier of America
Trouble: Idealist to the Bitter End
Other Aspects: Loyal to Nothing but the Dream, WWII Veteran, Avenger, Unshakable Devotion, Old-Fashioned Manners
Skills:
Superb: Weapons, Conviction, Athletics, Presence
Great: Endurance, Discipline, Might, Alertness
Good: Empathy, Rapport, Survival, Stealth
Fair: Driving, Scholarship, Burglary, Lore
Average: Investigation, Craftsmanship, Performance, Guns
Stunts:
*Deflection Throw: when you thorw a disc-shaped weapon, you can angle it to hit multiple targets, doing a spray attack even at range
*Weapon Recovery: you may instantly recover a thrown weapon by angling it to return to you, provided you throw it no more than a zone. Otherwise, it's a supplemental action.
*Mobility: when using melee weapons or fists, reduce the penalties from moving by up to 2.
*Shield Mastery: +2 to defense rolls using a shield.
*Throw Mastery: +1 to attack rolls and +2 to damage with thrown weapons. This is two stunts.
*Pilot
*Fleet of Foot
*Resilient Self Image
*Martial Artist
*Lethal Weapon
*Leadership
*Good Arm
*Tireless
*No Pain, No Gain
 [-15]
Powers:
*Wizard's Constitution [+0]; Steve Rogers ages little (if at all) due to the Super-Soldier Serum
[-1] Item of Power: Unbreakable Shield
      *Indestructible
      *It Is What It Is: weapon 2, extends the defense trapping of weapons skill to include ranged attacks.
      *Absorb Energy: +2 block rolls vs energy attacks.
      *True Aim
Title: Re: Generic NPCs
Post by: Katarn on May 08, 2011, 04:24:01 PM
Except that he's easily killable. Sure, the shield gives him physical immunity in the direction it's facing (which is a clunky mechanic at best - see below). But he still rolls only superb for defense. Say that a dozen soldiers rush him and roll for grapple (skill of good or great). He goes down. Ditto if half of those dozen soldiers roll disarm/trip/other maneuver and the remaining shoot after aiming. Then there's grenades thrown behind him or at his feet, gas grenades, flamethrowers and the like.
Yea I wasn't quite sure how to address the multiple enemy issue.

Quote
@the shield/stunts/build:
All major IoPs are indestructible. That doesn't mean they should work any better. If the Hulk gives one of his trademark two-fisted blows and Cap stays to take it, his shield won't be damaged. But Cap will be a greasy smear on the ground under the shield. So the shield should not give Physical immunity - especially since you got the problem of "facing".
Actually, the Vibranium of the Shield diffuses the kinetic energy of blows- so Cap can be beneath the shield and not be crushed (he has in fact).

Quote
Anyone could take a supplemental on his turn to move one zone and position himself behind Cap and then attack, thus rendering the shield useless.
As for his stunts, he has no stunts for his shield. That's just wrong. Plus, he completely lacks the Presence skill and he's the leader of the Avengers.

Here's a build that, I think, is closer. It makes him a lot less killable as long as he has the shield; he blocks most things at +8, +10 for energy attacks, he attacks at +7 with weapon 4 and can do both spray attacks and instantly recover his shield. He is also faster due to mobility and he is a very great leader as he has the Presence skill to go with his Leadership stunt. Give him a bullet-resistant suit for armor 2 and he's set.
I knew I had forgotten something- equipment

Quote
Captain America (Steven Rogers):

High Concept: Iconic Super-Soldier of America
Trouble: Idealist to the Bitter End
Other Aspects: Loyal to Nothing but the Dream, WWII Veteran, Avenger, Unshakable Devotion, Old-Fashioned Manners
Skills:
Superb: Weapons, Conviction, Athletics, Presence
Great: Endurance, Discipline, Might, Alertness
Good: Empathy, Rapport, Survival, Stealth
Fair: Driving, Scholarship, Burglary, Lore
Average: Investigation, Craftsmanship, Performance, Guns
Stunts:
*Deflection Throw: when you thorw a disc-shaped weapon, you can angle it to hit multiple targets, doing a spray attack even at range
*Weapon Recovery: you may instantly recover a thrown weapon by angling it to return to you, provided you throw it no more than a zone. Otherwise, it's a supplemental action.
*Mobility: when using melee weapons or fists, reduce the penalties from moving by up to 2.
*Shield Mastery: +2 to defense rolls using a shield.
*Throw Mastery: +1 to attack rolls and +2 to damage with thrown weapons. This is two stunts.
*Pilot
*Fleet of Foot
*Resilient Self Image
*Martial Artist
*Lethal Weapon
*Leadership
*Good Arm
*Tireless
*No Pain, No Gain
 [-15]
Powers:
*Wizard's Constitution [+0]; Steve Rogers ages little (if at all) due to the Super-Soldier Serum
[-1] Item of Power: Unbreakable Shield
      *Indestructible
      *It Is What It Is: weapon 2, extends the defense trapping of weapons skill to include ranged attacks.
      *Absorb Energy: +2 block rolls vs energy attacks.
      *True Aim

I do like the added stunts and adjusting of the skills.  However, I feel that the Physical Immunity is important- nothing except Mjolnir and the like can get through (see the hulk comment above).  I'd make a compromise of our two builds- let me know how you feel about the PI- it only puts his refresh at 22 (which is valid is you consider the Hulk is 33...):
Quote
The shield is not only nearly indestructible, but it absorbs a great deal of kinetic energy from impacts because of its Vibranium component. That is why the Hulk can pound it while Cap is holding it, without simply sending him into the ground or the air. Cap has also used the shield to cushion the force of impact when dropped from a high altitude by standing on the shield.

Combined work of Belial666 & Katarn
Captain America (Steven Rogers):

High Concept: Iconic Super-Soldier of America
Trouble: Idealist to the Bitter End
Other Aspects: Loyal to Nothing but the Dream, WWII Veteran, Avenger, Unshakable Devotion, Old-Fashioned Manners
Skills:
Superb: Weapons, Conviction, Athletics, Presence
Great: Endurance, Discipline, Might, Alertness
Good: Empathy, Rapport, Survival, Stealth
Fair: Driving, Scholarship, Burglary, Lore
Average: Investigation, Craftsmanship, Performance, Guns
Stunts:
*Deflection Throw: when you throw a disc-shaped weapon, you can angle it to hit multiple targets, doing a spray attack even at range
*Weapon Recovery: you may instantly recover a thrown weapon by angling it to return to you, provided you throw it no more than a zone. Otherwise, it's a supplemental action.
*Mobility: when using melee weapons or fists, reduce the penalties from moving by up to 2.
*Shield Mastery: +2 to defense rolls using a shield.
*Throw Mastery: +1 to attack rolls and +2 to damage with thrown weapons. This is two stunts.
*Pilot
*Fleet of Foot
*Resilient Self Image
*Martial Artist
*Lethal Weapon
*Leadership
*Good Arm
*Tireless
*No Pain, No Gain
 [-15]
Powers:
*Wizard's Constitution [+0]; Steve Rogers ages little (if at all) due to the Super-Soldier Serum
[+2] Item of Power: Unbreakable Shield
      *Indestructible [-1]
      *It Is What It Is: weapon 2, extends the defense trapping of weapons skill to include ranged attacks. [-1]
      *Absorb Energy: +2 block rolls vs energy attacks. [-1]
      *True Aim [-1]
      *Physical Immunity [-8] Not even the Hulk could break this shield (or its user).
      *The Catch [+1] Mjolnir (and possibly other god-level weapons) can break the shield.
      *The Catch [+2] The Immunity only applies to the direction the shield is facing.
Equipment:
*Armor: 2 (bullets)
*Pistol (weapon: 1) (believe it of not he occasionally uses this)
*Avengers ID card (communication)
Refresh Cost: -22
Total Refresh: 10
Title: Re: Generic NPCs
Post by: jadecourtflunky on May 08, 2011, 05:17:23 PM
I belive the only thing that can destroy the shield is reality manipulation, as shown during the secret wars when doom used his newfound powers to kill all of the heroes. (They got better).

Also, where is the hulk statted up... I'd like to see these. And see if I can make deadpool. (He has infuriate on steroids!)
Title: Re: Generic NPCs
Post by: Katarn on May 08, 2011, 05:56:38 PM
Also, where is the hulk statted up... I'd like to see these. And see if I can make deadpool. (He has infuriate on steroids!)

*Hulk is previous page
*Deadpool- DO IT (though I'm not sure how you stat immortality...)
Title: Re: Generic NPCs
Post by: MijRai on May 08, 2011, 06:13:03 PM
*Hulk is previous page
*Deadpool- DO IT (though I'm not sure how you stat immortality...)

Physical Immunity to Death. :D
Title: Re: Generic NPCs
Post by: Samael on May 08, 2011, 06:14:57 PM
oh jeeze.

Deadpool the 4th wall breaking metagamer.

I can just picture him in a game going "I will spend this fate point to make my attack SUPER EFFECTIVE!"
Title: Re: Generic NPCs
Post by: ways and means on May 08, 2011, 06:15:20 PM
It's physical immunity with a catch of nukes or absolute disintergration/ atomisation.
Title: Re: Generic NPCs
Post by: Belial666 on May 08, 2011, 06:35:52 PM
Well, the Cap's shield always struck me as weird. Suppose it absorbs kinetic energy - how can Cap move it around then? And what happens to the momentum of the blows it takes? But that's just weird comic "science" to you.

As for the shield in this system, it still does not work - combatants do not have facing and can move freely in the zones they're in while fighting. If you want to do facing, the shield should be written a bit differently. Also, "Unbreakable" and "It is What It Is" are standard for all major IoPs at no extra cost.

[-4] Item of Power: Unbreakable Shield
      *Unbreakable: the shield can not be destroyed by normal means. Only powerful effects that specifically pervert its purpose can break it.
      *It Is What It Is: weapon 2, extends the defense trapping of weapons skill to include ranged attacks.
      *IoP rebate (+2)
      *Absorb Energy: +2 block rolls vs energy attacks. (-1)
      *True Aim (-1)
      *Physical Immunity (-8)
      *The Catch: Indirect Attacks (+4).  The bearer must take a free action 1/round to decide the direction or opponent the shield faces; the sheild only blocks attacks it faces.
      In addition, attacks that the shield cannot interpose itself against (such as gas attacks, zone-wide fires, pools of acid) and attacks that drain energy/force instead of using it    
      to attack (such as extreme cold or energy drain) also ignore the immunity.
Title: Re: Generic NPCs
Post by: Katarn on May 08, 2011, 06:52:05 PM
Alright, we shall accept comic science.  "Final" draft:

Combined work of Belial666 & Katarn
Captain America (Steven Rogers):

High Concept: Iconic Super-Soldier of America
Trouble: Idealist to the Bitter End
Other Aspects: Loyal to Nothing but the Dream, WWII Veteran, Avenger, Unshakable Devotion, Old-Fashioned Manners
Skills:
Superb: Weapons, Conviction, Athletics, Presence
Great: Endurance, Discipline, Might, Alertness
Good: Empathy, Rapport, Survival, Stealth
Fair: Driving, Scholarship, Burglary, Lore
Average: Investigation, Craftsmanship, Performance, Guns
Stunts:
*Deflection Throw: when you throw a disc-shaped weapon, you can angle it to hit multiple targets, doing a spray attack even at range
*Weapon Recovery: you may instantly recover a thrown weapon by angling it to return to you, provided you throw it no more than a zone. Otherwise, it's a supplemental action.
*Mobility: when using melee weapons or fists, reduce the penalties from moving by up to 2.
*Shield Mastery: +2 to defense rolls using a shield.
*Throw Mastery: +1 to attack rolls and +2 to damage with thrown weapons. This is two stunts.
*Pilot
*Fleet of Foot
*Resilient Self Image
*Martial Artist
*Lethal Weapon
*Leadership
*Good Arm
*Tireless
*No Pain, No Gain
 [-15]
Powers:
*Wizard's Constitution [+0]; Steve Rogers ages little (if at all) due to the Super-Soldier Serum
[-4] Item of Power: Captain America's (Unbreakable) Shield
      *Unbreakable: the shield can not be destroyed by normal means. Only powerful effects that specifically pervert its purpose can break it.
      *It Is What It Is: weapon 2, extends the defense trapping of weapons skill to include ranged attacks.
      *IoP rebate (+2)
      *Absorb Energy: +2 block rolls vs energy attacks. (-1)
      *True Aim (-1)
      *Physical Immunity (-8)
      *The Catch: Indirect Attacks (+4).  The bearer must take a free action 1/round to decide the direction or opponent the shield faces; the shield only blocks attacks it faces.
      In addition, attacks that the shield cannot interpose itself against (such as gas attacks, zone-wide fires, pools of acid) and attacks that drain energy/force instead of using it   
      to attack (such as extreme cold or energy drain) also ignore the immunity.
Equipment:
*Armor: 2 (bullets)
*Pistol (weapon: 1) (believe it of not he occasionally uses this)
*Avengers ID card (communication)
Refresh Cost: -19
Total Refresh: 11
Title: Re: Generic NPCs
Post by: jadecourtflunky on May 08, 2011, 08:12:01 PM
I'll start with a quick aspects list

HC: Merc with a Mouth
Trouble: Mentally Unstable (Hey, I resent that!)
Other Aspects: This is my Phase Aspect Sheet!, I won't die!, Bullets, Blades, and BOOM!, The Anti-Hero for Hire, Disfigured beyond belief
Title: Re: Generic NPCs
Post by: Silverblaze on May 08, 2011, 09:35:59 PM
Actually atomiazation wont kill him anymore.  The etity Thanos has made him completely immune to dying so Deadpool cannot be with Death (the transcendent entity) before Thanos.  Completely 100% impssoble to kill him, even if a way is discovered ...assume if Thanos still lives thanos will bring him back.  Perhaps even Death would kick him out of teh afterlife due to annoyance.

Aspect suggestion: I already read this issue!
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 08, 2011, 10:19:48 PM
I dunno about these Captain America writeups. I figure he'd use Fists + Armed Arts instead of Weapons, given the amount of punching I remember him doing.

Plus, I don't like the Physical Immunity. He seems like the sort to rely on high defences and fate points to me.
Title: Re: Generic NPCs
Post by: Katarn on May 08, 2011, 11:14:50 PM
I dunno about these Captain America writeups. I figure he'd use Fists + Armed Arts instead of Weapons, given the amount of punching I remember him doing.

Plus, I don't like the Physical Immunity. He seems like the sort to rely on high defences and fate points to me.

He uses the shield heavily, which is why that's so high.  He does use fists a lot, which is why I meant to but that in there; musta gotten lost in the various drafts.  After reading Armed Arts, I agree with you.

As for the PI, it's because Cap can use it to block anything shy of Mjolnir- to the point where the Hulk pounds on the shield, which diffuses the blows so Cap isn't splattered.  The catches are present due to the fact it doesn't block area effects (like nerve gas), and it's mono-directional.  I did give him gratuitous FP to help compensate (since he isn't powerless without the shield)


Revised skills (with Fists+Armed Arts replacing Weapons and other minor changes):
Superb: Fists, Conviction, Athletics, Presence
Great: Endurance, Discipline, Might, Alertness
Good: Empathy, Rapport, Survival, Stealth
Fair: Driving, Scholarship, Guns, Lore
Average: Investigation, Craftsmanship, Performance, Burglary
Title: Re: Generic NPCs
Post by: Belial666 on May 08, 2011, 11:44:44 PM
Living Dead reflects really well Deadpool's unkillability, gross appearance and tendency to get dismembered and then needing someone to put him together. I guess a catchless Living Dead is what he has.


That, however, doesn't mean you could not get rid of him somehow. Turning him to dust and then spreading said dust over an ocean current should work as technically he won't be dead. Getting him un-Named and thus removing him from reality or balefiring him out of the currents of time should also work. Casting him beyond the Outer Gates is inadvisable - he will probably return as the herald of the Old Ones after they recognize his awesomeness.
Title: Re: Generic NPCs
Post by: Samael on May 09, 2011, 12:32:13 AM
Psh, Deadpool's agent would never allow that, and I know Deadpool himself would skewer the writer that tried to get him erased from the time-stream.
Title: Re: Generic NPCs
Post by: jadecourtflunky on May 09, 2011, 02:05:26 AM
Maybe I'll reskin Living Dead. Also, I already read this issue is a good one, but I already have a fourth wall breaker (and he reacts to whatever medium he's in. When he's in video games, he references that instead of comic books, so he'd adapt to an RPG).

He'll have a teleportation power, some stunts to make him better with grenades, guns, and swords, Mythic recovery, and maybe a power allowing him to break the fourth wall. Oh, and a ton of stunts boosting his infuriate trapping.
Title: Re: Generic NPCs
Post by: Silverblaze on May 09, 2011, 02:16:18 AM
Maybe I'll reskin Living Dead. Also, I already read this issue is a good one, but I already have a fourth wall breaker (and he reacts to whatever medium he's in. When he's in video games, he references that instead of comic books, so he'd adapt to an RPG).

He'll have a teleportation power, some stunts to make him better with grenades, guns, and swords, Mythic recovery, and maybe a power allowing him to break the fourth wall. Oh, and a ton of stunts boosting his infuriate trapping.

Teleport is more like an IoP that has a rebate for a high chance of power failure.  
Aspect: I Played This Module Before...Booo!

Requesting he be portrayed more like the badass merc he was before he sort of was delegated mostly comic relief.  The comedy is key to the character but after reading most of his recent issues for the last year plus he lost some of his edge in lieu of comedy. :-[
Title: Re: Generic NPCs
Post by: zaczane on May 09, 2011, 04:50:51 AM
uuughh i can't believe i missed this awsome discussion on cap and dead pool i love comics espsailly marvel ones.  its my fault for play dead rising 2 so much latey though anyway i gonna have lots of quotes here in a second

Title: Re: Generic NPCs
Post by: zaczane on May 09, 2011, 04:59:27 AM
he's the leader of the Avengers.

actually no he's not last time i checked he was just the strategist, cause i thought ironman was the actual leader but ill have to look it up again

after dead pool hats next wolverine or maybe lets just go off the charts with powerful people from marvel comic's like Thor or the silver surfer with the ultimate IoP his surfing board
that would be and interesting build???????
i might have to try it

awesome job with jack and mom by the way Sanctaphrax

oh and i don't remeber who said it but caps shield doesn't absorb kinetic energy. that person is wrong
otherwise it wouldn't be able to move. that person is right
it merely soak up the energy and disapates it out the side of the shield

also what about the cutting off the head of dead pool
Title: Re: Generic NPCs
Post by: zaczane on May 09, 2011, 05:09:02 AM
well its about to violate another rule

Technically speaking, The North Pole violates the rules for foci. But the rule that it violates is totally insignificant, so it's alright.

Mother Sleet (Deep One)

High Concept: Mother Of The Frost Family
Other Aspects: Master Cryomancer, Shockingly Manipulative, Bearer Of The North Pole
Skills:
Epic: Discipline, Lore
Fantastic: Conviction, Deceit
Superb: Presence, Empathy
Great: Contacts, Resources
Good: Endurance, Intimidation, Rapport
Fair: Athletics, Scholarship, Alertness, Weapons
Average: Fists, Might, Craftsmanship, Performance
Stunts:
Teflon Persona (Presence): Armour 1 against people who know who she is.
Illusion Of Grandeur (Deceit): Use Deceit for first impressions.
I'm Your Friend (Deceit): +2 to Deceit when feigning friendliness or loyalty.
Dishonest Persuasion (Deceit): Use Deceit instead of Rapport for "soft" social attacks.
Thaumaturge (Lore): +2 to Lore when using it to make declarations as part of thaumaturgy preparation.
I'll Just Ignore You (Discipline): Use Discipline for social defence.
Powers:
Marked By Power (Frost Family) [-1]
Greater Glamours [-4]
Evocation [-3]
Thaumaturgy [-3]
The Sight [-1]
Refinement [-8]
Sponsored Magic (Frost Family) [-2]
Inhuman Speed [-2]
Supernatural Toughness [-4]
Inhuman Recovery [-2]
The Catch (fire) [+3]
Physical Immunity [-8]
The Catch (not cold) [+6]
Custom Power:
Ice-Cold Recovery [-2?] When Mother Sleet is exposed to fire, flip two coins. If both are heads, then prevent all damage and give Mother Sleet the benefits of a scene of recovery.
Item Of Power (The North Pole) [+2] granting:
Vast Hyper-Dangerous Aura [-7]
magical aura(-?)the north pole itself has 15 stress boxes to soak up damage. once the stress is filled then the north pole cannot be used to block attacks.
magical repair(?)the north pole repairs itself healing 1 stress per action during battle. all stress heals outside of battle.
Refinement [-3]
Magic:
Evocation (Air, Water, Earth, Spirit): +1 water power, +2 water control
Thaumaturgy: +1 crafting power, +2 crafting frequency, +3 cryomancy control, +4 cryomancy complexity
Foci: The North Pole (+2 offensive water control and power, +1 defensive water control and power), Tome Of Frost (+4 cryomancy complexity)
Enchanted Items (all have 3 uses/session): Robes (8 shift block against attack), Ring Of Protection (8 shift block against attack), Body Wrappings (armour 4), Belt Of Protection (armour 4), 4 potion slots (strength 8)
Total Refresh Cost:
-45
Refresh Total:
-7


If anybody has any ideas for her braod supernatural senses or her modular abilities post them please

also sory for double or is this triple ... owell srry for post this many times in a row
Title: Re: Generic NPCs
Post by: Silverblaze on May 09, 2011, 05:23:10 AM
also what about the cutting off the head of dead pool
 
 
 
Been done, he comes back.

Seriously.
Title: Re: Generic NPCs
Post by: Silverblaze on May 09, 2011, 06:20:36 PM
"The Crow" should be wasy to stat up, except for the bird and how it connects to him/her and the power provided.  Living IoP?
Title: Re: Generic NPCs
Post by: jadecourtflunky on May 09, 2011, 06:27:17 PM
Quote
"The Crow" should be wasy to stat up, except for the bird and how it connects to him/her and the power provided.  Living IoP?

I remember an old thread about what Familiars should be like... I usually use an aspect, or if the familiar is central to combat for the character, a power enabling him to better command the bird.
Title: Re: Generic NPCs
Post by: ways and means on May 09, 2011, 07:22:20 PM
Title: Re: Generic NPCs
Post by: Silverblaze on May 09, 2011, 08:07:45 PM
I remember an old thread about what Familiars should be like... I usually use an aspect, or if the familiar is central to combat for the character, a power enabling him to better command the bird.

The Crow is more like the conduit from which power is drawn.  Neither of those solutions really work well, when if it is damaged or taken away, the powers are diminished or gone.
Title: Re: Generic NPCs
Post by: devonapple on May 09, 2011, 08:46:22 PM
The Crow is more like the conduit from which power is drawn.  Neither of those solutions really work well, when if it is damaged or taken away, the powers are diminished or gone.

So it wouldn't work as a Catch, then?
Title: Re: Generic NPCs
Post by: Silverblaze on May 09, 2011, 08:58:57 PM
So it wouldn't work as a Catch, then?

Can all powers have a catch, including speed and strength, and incite emotion?
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 09, 2011, 09:19:26 PM
About Captain America: I just don't like the thematic implications of Physical Immunity for him. When he stops the Hulk's punches, I see that as rolling a defence that's higher than the Hulk's attack roll.

About Gilgamesh: This doesn't look like the Gilgamesh I know. Is this the one from that japanese thing? I think it's called Fate/Stay Night or something like that. Also, I think his custom powers and IoPs need work. I would rather that the custom powers be upgrades to Modular Abilities that just let him use IoPs as his power configurations.

About Mother Sleet: I'm not sure how Magical Aura and Magical Repair are meant to work. Could you provide an example?

About Jack Frost: You don't need ideas for Modular Abilities since the power automatically includes all possible ones. As for Supernatural Senses, detecting emotions is always a good one. Being able to detect allegiance would also be handy. I'll mention more when I think of more. (I assume that your last request was about Jack, since Mother Sleet doesn't have Supernatural Senses or Modular abilities.
Title: Re: Generic NPCs
Post by: ways and means on May 09, 2011, 09:39:50 PM
About Gilgamesh: This doesn't look like the Gilgamesh I know. Is this the one from that japanese thing? I think it's called Fate/Stay Night or something like that. Also, I think his custom powers and IoPs need work. I would rather that the custom powers be upgrades to Modular Abilities that just let him use IoPs as his power configurations.

I used Fate/ Stay Nights Gilgamesh as a base because besides from Epic Combat Skills, mountains of pride and the chain of the gods (the one he used to defeat the bull of heaven) there isn't much in the Epic of Gilgamesh that could actually be statted. Because the character I am statting has more item of powers than any amount of refresh could account for I was trying to work on the concept he would only use a few items of Power at a time limited by his modular abilities. So his power configuration is based up which of his 1001 wonders he is using at the time, other than his natural superhuman abilites him being the strongest man in all his nation.
Title: Re: Generic NPCs
Post by: devonapple on May 09, 2011, 11:01:01 PM
Can all powers have a catch, including speed and strength, and incite emotion?

I was under the impression that the Crow had some sort of Recovery Power that was tied to the actual crow, and that wounding or compromising the animal would hinder the Crow's ability to heal from damage. I wouldn't tie his other powers to it. I feel that Living Dead is an inexact match for his power set.
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 09, 2011, 11:14:38 PM
Hm. Alright.

I'd model his IoP collection through a -1 refresh upgrade to Modular Abilities that lets Modular Abilities be used to purchase Items Of Power with all normal restrictions. Such a power would require a great deal of GM fiat to work for a PC, but it's not impossible for a player to use.

By the way, I take issue with a few things about Gilgamesh's items as listed:

1. The Golden Armour should cost 14 refresh, not 16.
2. God Binding Chain is just ludicrous. +20 to grapples is not a bonus that should exist, even for 10 refresh. This game has stacking limitations for a reason. Also, 1 refresh gives +1 to grapple in my books.
3. True Heroes doesn't seem like a +0 catch to me.
4. I think that All Creatures Are Equal Before God costs -3. But I could be wrong.
5. Grand Visage seems overpriced, and I'm not sure whether it applies to Incite Emotion.
6. Not a fan of immunity powers with Modular Abilities. Especially if the catch is variable.
Title: Re: Generic NPCs
Post by: ways and means on May 09, 2011, 11:33:45 PM
The Character is very much meant to be a NPC. But a [-1] upgrade to modular abilities would work more effectivly than the current powers.

The chain of Gods is a plot device used to bind creatures on the level of Maab (ie the Bull of Heaven) but you are right that the power should probably be +10 rather than twenty and it isn't an item a PC could ever get hold off.

Grand Vision was meant to apply to incite emotion (I based the power off of when Dresden looked through the sight at one of the queens and was blown away by the spectacle of it).

Modular Immunity is also something I wouldn't allow for a PC but for an NPC whose speciality is having a copy of every single magical item under the sun there are a wide variety of items of power that could grant immunity, such as the sheath of Excalibur, the Aegis shield and many others.
Title: Re: Generic NPCs
Post by: Belial666 on May 09, 2011, 11:40:15 PM
Quote
1 refresh gives +1 to grapple in my books.
Tentacle Horror gets a +2 to grapples (not just maintaining them, a full bonus) for -1 refresh. As a stunt.
Title: Re: Generic NPCs
Post by: ways and means on May 10, 2011, 12:02:35 AM
I redid the character to be a little more in line with the epic.
Title: Re: Generic NPCs
Post by: jadecourtflunky on May 10, 2011, 01:05:08 AM
Perhaps a custom power that shows that the crow is channeling power to him. I'm not very familiar with this crow guy... what's he from?
Title: Re: Generic NPCs
Post by: zaczane on May 10, 2011, 01:24:34 AM
jesus this thread has exploded.
on second thought someone else can stat up the sliver surfer if they want i got a better one
will probably be up later tonight
i know other might not like him as much as i do but he my personal fav video game character ever!!!!!!!!!!!!!!!!!!!!!! :o :o
KRATOS
Title: Re: Generic NPCs
Post by: Silverblaze on May 10, 2011, 03:59:38 AM
jesus this thread has exploded.
on second thought someone else can stat up the sliver surfer if they want i got a better one
will probably be up later tonight
i know other might not like him as much as i do but he my personal fav video game character ever!!!!!!!!!!!!!!!!!!!!!! :o :o
KRATOS

Careful, when people stat favorite characters they tend to overpower them a lot.

The Crow is from the Brandon Lee movie...The Crow... cult classic

Also, this thread seems to have shifted from Generic NPC to specific NPC...thats not a bad thing, just somethign I felt like pointing out.
Title: Re: Generic NPCs
Post by: zaczane on May 10, 2011, 04:14:00 AM
i think we should change it to (lots of Finished NPC's) or something.
being Kratos though i'll probably make one with at least 17 refresh for his no God of war form and one were he is God of War were he is super A@# powerful
to be correct of course rather than make just one very powerful with no explanation
Title: Re: Generic NPCs
Post by: ways and means on May 10, 2011, 05:15:21 PM
Elder Dragon (Deep One)

High Concept: Ancient and Deadly Dragon
Other Aspects: My Horde is Knowledge, The Names of All Things, Fire in the Blood, Civilisations rise and fall, Proud and Noble

Skills:
Epic: Lore, Scholarship
Fantastic: Discipline, Conviction
Superb: Intimidation, Fists
Great: Athletics, Resources
Good: Presence, Endurance, Contacts
Fair:  Might, Investigation, Alertness
Average: Athletics, Fists, Empathy, Survival

Stunts:
Ancient Wisdom: +2 to Lore rolls on anything Ancient  
Ancient Knowledge: +2 to scholarship rolls on Ancient History and Knowledge
Potent Visage:  The dragon rolls intimidation at +2 for those with the sight (as they can see its true form.

Powers:
Supernatural Strength [-4]
Supernatural Toughness [-4]
Catch [+2] Soft Underbelly
Physical Immunity [-8]
Catch [+0] True Heroism
Dragon Magic [-4]: Dragon Magic can achieve some of the effects of  Pyromancy, Psychomancy and Entropomancy at the speed of Evocation and Draconic Magic can be considered an element of Evocation for Dragons.  
Supernatural Sense Names [-5]: A dragon can see the true name of all things as if they where indelibly marked on their brow.
Refinement [-10]  
Wings [-1]
Human Guise [-0]
The Sight [-1]
Hulking Size [-2]
Claws [-1]

Dragon Focus Items are runes marked into their skin
Draconic Power +6 Focus Offence
Draconic Control Focus +6 Offence
Psychomancy Control +6
Entropomancy Control +6
 
Total Refresh Cost: -43

Refresh Total:-3

Title: Re: Generic NPCs
Post by: jadecourtflunky on May 10, 2011, 06:41:16 PM
ON those stunts, you can upgrade them. It's RAW that knowledge stunts like that give +1 to a broad category and +2 to something more specific. (I think the term is RAW).

I'm still working on deadpool, and after I'm going to do Fury, The punisher, and a few of the street-level heroes.
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 10, 2011, 07:28:19 PM
@Belial: I regard that as a typo.

@Silverblaze: You're right, the thread has drifted. But I don't intend to change the name right now.

@zaczane: Still waiting for an explanation of Mother Sleet's new powers.

@ways and means: Good stuff. I like the new version better, and No Matter The Strength is pretty cool.  The Elder Dragon is also pretty interesting. Got a few questions about him:

1. He lacks Toughness beyond his Physical Immunity. I'd like to hear the reasoning behind that.
2. Why no Hulking Size, Claws, or Breath Weapon?
3. This guy's actually pretty slow and very unskilled at physical combat. Once again, I'd like to hear the reason.
4. What inspired this guy? He doesn't seem like a stereotypical dragon, so I figure you had some kind of model for him.

Also, I feel as though I ought to point out a few minor errors:

1. Human Form and The Sight cost +1 and -1 respectively. You may also want to specify what Human Form applies to.
2. Refresh Total should be -1.
3. He's got 2 spare Focus Slots.
4. He's got 5 spare skill points.
Title: Re: Generic NPCs
Post by: Silverblaze on May 10, 2011, 08:11:38 PM
The Crow (Eric Draven)

HC: Spirit returned to the land of the living to set wrong things right

Trouble: "Living" on borrowed time

Other aspects: My Crow, My Link to the World and My Power; It Can't Rain All The Time; Quote the Raven, Nevermore; Nothing is Trivial; My Memories of Life Drive Me

Skills:
Superb: Fists, Endurance, Guns
Great: Intimidation, Stealth, Weaponry
Good: Performance, Conviction, Athletics, Alertness
Fair: Empathy, Rapport, Discipline, Presence
Average: Drive, Lore, Burglary, Scholarship

Stunts:
Killer Blow
Fleet of Foot
Footwork
Was That Supposed to Hurt?
Two Weapon Training
Impossible leaps
No Pain, No Gain
Scary as F%^&!

Powers:

Inhuman Speed-2
Inhuman Strength-2
Inhuman Toughness-2
Mythic Recovery-6
The Catch + 3 ( his raven is harmed )
Incite, Very Potent, Lasting, Despair - 4
Psychometry-1
Cloak of Shadows-1
Supernatural Senses -2 Can track those he came back to kill; can see  through his ravens eyes
Ritual - 2 Biomancy (centralizing on healing) (can only be used to help people who he had connection to (hoever tenuous) in life)

+? most powers are contingent on bird being healthy, incite emotion only usable against those who The Crow returned to kill

Not sure what power level to set him at
Title: Re: Generic NPCs
Post by: zaczane on May 11, 2011, 12:44:52 AM
about the underbelly as the catch to toughness, i think thats a pretty well known spot to hit a dragon so +2 there.
second any body can hit it so its obviously common, but its not very specific so overall i'd give it a +4 for its catch

also you have fists at superb and average so i'd switch one with weapons, my opinion would be the superb one cause of breath weapon and claws are rolled by weapons.
Title: Re: Generic NPCs
Post by: jadecourtflunky on May 11, 2011, 01:07:45 AM
Claws are rolled by fists. There are stunts to switch breath weapon to fists, but none to make claws a weapons skill.
Title: Re: Generic NPCs
Post by: Katarn on May 12, 2011, 12:34:25 AM
For all you Metroid fans... this is far from complete, just a quick write-up looking for some feedback.


Ridley

High Concept: Space Pirate General
Trouble: Mortal Foe of Samus Aran
Other Aspects: Cunning God of Death, Federation's Most Wanted, Heartless Monster, Intimidating Dragon, Battle Pleases Me
Skills:
Superb: Weapons, Fists
Great: Endurance, Intimidation
Good: Athletics, Resources
Fair: Might, Alertness
Average: Presence, Stealth
Stunts:
*Leadership- Ridley is a General of the Space Pirates, and an effective one at that.
Powers:
[-6]Mythic Recovery- Ridley shrugs off consequences like they're nothing.  He has also brushed shoulders with death, but comes back from feasting upon corpses.  He does not tire in battle.
[-2]Hulking Size- Ridley is big, scary, and intimidating.
[-1]Wings- Ridley can fly.
[-2]Breath Weapon- He can breathe fire.
[-1]Claws- Ridley will get close and personal if need be.
[-1]Echoes of the Beast (Dragon)- despite being the only known member of his kind (by the Federation at least), he knows his heritage well.
[+0]Natural Reflexive Armor- after Ridley takes a decent beating, his skin hardens, upgrading abilities (costs covered under individual abilities labeled NRA.
[-2]Inhuman Speed (NRA)- Ridley can move quick, when need be.
[-4]Inhuman Strength- Supernatural Strength (NRA)
[-6]Supernatural Toughness- Mythic Toughness (NRA)- Ridley can take a lot of hits, especially after his skin hardens in response to beam attacks from the Arm Cannon.
[+2]The Catch: Ridley is vulnerable when attacked in the throat and certain points on his chest.
Equipment: None.
Refresh Cost: -24
Total Refresh: 5
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 12, 2011, 12:40:03 AM
Cool. A few suggestions:

1. Perhaps his Leadership stunt could move the Leadership trapping to Intimidation. It would be stronger and it would provide an interesting perspective on Ridley's style.
2. Intimidating Dragon strikes me as the weak link among his aspects. The others are pretty awesome, so this mediocore (in my opinion) one stands out.
3. I think that Natural Reflexive Armour could be modeled with Human Form.
Title: Re: Generic NPCs
Post by: Katarn on May 12, 2011, 01:05:08 AM
*Good point on Intimidation and Human Form stunt/power.
*Yea I ran out of ideas when I got to I.D.- changing to Competent Tactician.

Ridley

High Concept: Space Pirate General
Trouble: Mortal Foe of Samus Aran
Other Aspects: Cunning God of Death, Federation's Most Wanted, Heartless Monster, Competent Tactician , Battle Pleases Me
Skills:
Superb: Weapons, Fists
Great: Endurance, Intimidation
Good: Athletics, Resources
Fair: Might, Alertness
Average: Presence, Stealth
Stunts:
*Leadership through Fear- Ridley is a General of the Space Pirates, and an effective one at that- his abilities are primarily in intimidation.
Powers:
[-6]Mythic Recovery- Ridley shrugs off consequences like they're nothing.  He has also brushed shoulders with death, but comes back from feasting upon corpses.  He does not tire in battle.
[-2]Hulking Size- Ridley is big, scary, and intimidating.
[-1]Wings- Ridley can fly.
[-2]Breath Weapon- He can breathe fire.
[-1]Claws- Ridley will get close and personal if need be.
[-1]Echoes of the Beast (Dragon)- despite being the only known member of his kind (by the Federation at least), he knows his heritage well.
[+1]Natural Reflexive Armor- after Ridley takes a decent beating, his skin hardens, upgrading abilities (costs covered under individual abilities labeled NRA.  based on Human Form from the standard powers.
[-2]Inhuman Speed (NRA)- Ridley can move quick, when need be.
[-4]Inhuman Strength- Supernatural Strength (NRA)
[-6]Supernatural Toughness- Mythic Toughness (NRA)- Ridley can take a lot of hits, especially after his skin hardens in response to beam attacks from the Arm Cannon.
[+2]The Catch: Ridley is vulnerable when attacked in the throat and certain points on his chest.
Equipment: None.
Refresh Cost: -24
Total Refresh: 5
Title: Re: Generic NPCs
Post by: Katarn on May 12, 2011, 11:09:18 PM
I challenge the good people of the Resource Board to stat up Samus Aran.  For comparison, Ridley has -24 refresh cost, so Samus should be around there, or slightly more.
Title: Re: Generic NPCs
Post by: Silverblaze on May 13, 2011, 02:22:46 PM
I challenge the good people of the Resource Board to stat up Samus Aran.  For comparison, Ridley has -24 refresh cost, so Samus should be around there, or slightly more.

From which game/sequel?  Or just with standard operating gear? I'll just try it out and take criticisms as I go.
Title: Re: Generic NPCs
Post by: Silverblaze on May 13, 2011, 02:56:17 PM
Samus Aran
High Concept:Intergalactic Bounty Hunter
Trouble:My Equipment Never Lasts Forever
Other: Ridley, My Foe; Best Bounty Hunter in the Galaxy; A Tool for Every Job; taking suggestions...one involving Metroids would be nice

Skills:
Superb: Guns, Athletics
Great: Endurance, Burglary? (she handles lots of security systems)
Good: Alertness, Resources
Fair: Might, Conviction
Average: Discipline, Rapport, Drive
(I tried to keep her skill points similar to Ridley's though she'd likely have more)

Stunts:
Impossible Leaps
Power Suit Operation (allows use of breath weapons (which are mounted weapons… from suit and mounted weapons with guns roll)
Chozo technology guru +1 to rolls using their technology, (weapons, fixing things, security etc)
No pain, No gain
Shot on the Run (can move while shooting at no penalty)
Dual Weapon training (represents the ability to combine missles with Breath weapons for extra damage) should let her toss around weapon 6-8's
Just Shoot the Panel: (sometimes shooting the lock really does work...allow guns to compliment burglary)

Powers (represents her power suit etc.)
IoP: Chozo Varia Suit – 19 added up
It is What it is: a very thick powered armor used for bounty hunting Armor 4
Indestructible
One Time Discount: + 2
Innate Mechanical(magic) Ability:Weapon: 4 (by charging the weapon; supplemental action; the cannon can become weapon 5 for one round, weapon 6 for two) -2
Inhuman Strength-2
Inhuman Recoverty-2 (representing energy tanks etc)
Supernatural Toughness –4
Catch (unknown) +0
Beast Change: Ball Form (second skill list not being added atm) -1
Wall Walking –1 (ball form only)
Diminutive Size –1 (Ball form only)
Breath Weapon –1,(fire), additional element (ice)-1, potent-1 (maybe not, since ridley doesn't have this) (weapon 4)
Demonic Co-Pilot –1 Chozo targeting systems
Energy Lash –1 (ranged grapples)
Hyperspace Arsenal –2,-1 secure (generates a way for the armor to hold a flame projector, cryobeam projector, missle launcher, ball form bombs, and main arm cannon)

Assume all weapons are weapon 4, simply used to satisfy catches and open elementally locked doors

Used 24 refresh

I just woke up when I tried this it will need some work.
However, I think being able to roll guns at epic (+7) and using a weapon 4-8 should keep her relevant vs Ridley
Title: Re: Generic NPCs
Post by: ways and means on May 13, 2011, 04:07:27 PM
Expert Ninja Assassin (Submerged)
High Concept: Ninja Assasin
Trouble: My duty is death
Other: Silence is golden; Allways look on the brightside of death; Escape Artist; Master of ninjutsu, For my Master

Skills
Superb: Stealth, Fists
Great: Athletics, Conviction  
Good: Endurance, Discipline
Fair: Weapons, Scholarship, Survival
Average:Contacts, Peformance,Deceit, Lore, Resources

+2 Pure Mortal Bonus

Stunts:
Armed Arts: Ninja Weapons, Shuriken, Katanas and flash bangs/ smoke grenades
Night Assassin: +2 to Stealth rolls in the Cover of Darkness whilst wearing appropriate attire
Ninjutsu Master: +1 to fists with Ninja Weapons
Katanagatari: +2 damage when Wielding a Katana
Poison Expert: +2 to Scholarship rolls when brewing poison
Silent Running: Reduce the Penalties of being stealthy whilst running by -2
Fleet of Foot: +2 to Athletics when Sprinting


Refresh Modifier -4

Total Refresh 5
  
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 13, 2011, 08:18:06 PM
I dunno, I always saw Samus as relying on FP and skills rather than powers.

Not sure about the powers of the suit. Demonic Co-Pilot seems wrong and Human Form is missing. Also, the custom stuff looks slightly sketchy.

Is making poison actually part of Scholarship? Apart from that, the ninja looks good.

Revised Ridley looks great.
Title: Re: Generic NPCs
Post by: Silverblaze on May 14, 2011, 04:14:20 PM
I dunno, I always saw Samus as relying on FP and skills rather than powers.

Not sure about the powers of the suit. Demonic Co-Pilot seems wrong and Human Form is missing. Also, the custom stuff looks slightly sketchy.

Is making poison actually part of Scholarship? Apart from that, the ninja looks good.

Revised Ridley looks great.

Didn't know how else to show how her armor worked.  I figured human form would be when she takes off the armor.

I'll change  it as people see fit thoug.
Title: Re: Generic NPCs
Post by: zaczane on May 19, 2011, 10:07:51 PM
to sanctaphrax
i know this doesn't have to do with this the threads conversation but please reply to my messages.
even though i asked if i can do but now i just gonna do it anyway cause i started and by the time you reply ill probably be close to if not done
what i told him is that im gonna make a master list of all his and who ever else has made an NPC.
message me the name of the NPC and your name so i can give you the credit you deserve for it will be a tread that only i will post on unless a moderator needs to, plus if you don't tell me u made it then the credit goes to Sanctaphrax and him only.
im doing this cause i'm getting sick and tired look through the whole thread for 1 or 2 NPCs
i'm planing on organizing them by Power level lowest to highest
then with in each power level by Alphabetical order
the rest of the information will be posted as the first post of the thread when i make it.
P.S you can message me or reply here if you like the Idea or other suggestions.
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 20, 2011, 02:23:22 AM
Patience, please.

I just got your message today, and I don't always reply instantly.

Anyway, I love the idea. I've been meaning to do something similar on the wiki for ages. But I never got around to it.

So, how are going to do this? Just a list of names? Links to this thread? Copy/paste everything?
Title: Re: Generic NPCs
Post by: zaczane on May 20, 2011, 03:27:56 AM
yes copy and paste is your friend sadly you can't just plug your computer into your mind and have the computer do what you want it to according to what your thinking
anyway there is all the hydrophobic level NPC now but im gonna go to bed its late were i live so ill add tomarrow cause its the weekend
night
Title: Re: Generic NPCs
Post by: zaczane on May 20, 2011, 04:40:23 PM
never mind have to think this out more
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 22, 2011, 01:27:37 AM
Looks like a Loup-Garou variant.

I'd like to finish up the Frost Family for good this weekend, and for that I need two things. The first is more social supernatural senses for Jack. The second is an explanation of what you meant those custom powers for Mother Sleet to do.

Can anyone help with those?

Anyway, I'll be making some characters that use custom powers from the master list in the meantime.
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 22, 2011, 02:18:29 AM
Asura Scion (Submerged)

High Concept: Asura Scion
Other Aspects: Violent Instincts, Multi-Tasker
Skills: 
Superb: Weapons
Great: Fists, Athletics
Good: Endurance, Alertness, Might
Fair: Intimidation, Survival, Burglary, Discipline
Average: Presence, Empathy, Conviction, Investigation, Lore
Powers:
Inhuman Strength [-2]
Inhuman Speed [-2]
Inhuman Toughness [-2]
The Catch (Hindu Holy Stuff) [+1]
Human Form [+1]
Extra Appendages [-2]
Flurry Of Blows [-1]
Excellent Coordination x2 [-2]
Total Refresh Cost:
-9
Refresh Total:
1
Title: Re: Generic NPCs
Post by: Belial666 on May 22, 2011, 02:34:31 AM
Superman (Kal-El)


High Concept: Kryptonian Champion of Humanity
Other Aspects:  Last Son of a Dead World, Honor and Justice come before Everything, Secret Identity, Enemies in High (and Low) Places
Skills:
+7 Endurance, Might
+6 Fists, Weapons, Alertness
+5 Conviction, Discipline, Athletics
+4 Presence, Rapport, Investigation
+3 Empathy, Survival, Driving
other skills default to fair.
Powers/Stunts:
[-8] Titanic Strength (+8 attack stress, +4 grapple, +6 grapple stress, +20 lifting/breaking)
[-1] Tremendous Blows - superman's fists are weapon 2.
[-1] Man of Steel - superman may use endurance for all physical defense. This power is subjected to his catch.
[-1] Swing for the Fences
[-2] Breath Weapon - eyebeams and breath attacks. They function as weapon 0 thrown weapons.
[-2] Increased Range - superman's breath weapon has a range of "line of sight"
[-2] Multiattack - superman can hit a whole zone without penalties. He must still use spray attack rules to discriminate between friend and foe.
       For every -2 penalty to his attack roll, he can hit an additional zone.
[-6] Mythic Toughness
[+3] The Catch: Kryptonite and True Magic (+2 for knowledge, +1 for availability)
[-8] Physical Immunity
[+1] Stacked catch: extra toughness. Superman has 8 more stress boxes and 4 more armor rather than true immunity. His normal catch works on those normally.
[-4] Supernatural Speed
[-1] Flight
[-4] Superspeed 4x - by setting aside the normal bonuses of supernatural speed, Superman can move 8 zones and still act normally.
      When sprinting, he can keep up with the fastest craft in the medium he's in and still perform actions but he rolls actions at average.
[+0] Solar Powered - superman has a mild feeding dependency on sunlight; he can lose a maximum of 1 point of powers per scene.
       For every full scene he spends in broad sunlight, he gets a recovery period. Stronger than normal sunlight may have additional effects.
[-3] Senses - heat vision, x-ray vision, telescopic vision, parabolic hearing. Note that some of those are as powerful as 3-4 normal extra senses.
[-1] Listening
[-1] Discriminatory Senses - reduce time required to search a given area by 2 steps.
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 22, 2011, 02:37:27 AM
Storm Elemental (Feet In The Water)

High Concept: Living Thunderstorm
Other Aspects: Force Of Nature, Nothing Personal
Skills:  
Great: Fists
Good: Endurance, Athletics
Fair: Might, Alertness, Lore
Average: Presence, Intimidation, Conviction, Survival
Powers:
Wings [-1]
Hulking Size [-2]
Vast Extra-Dangerous Aura [-5]
Amorphous Form [-1]
No Internal Anatomy [-1]
Long-Range Potent Natural Weaponry (Lightning Bolts) [-4]
Supernatural Toughness [-4]
Inhuman Recovery [-2]
The Catch (Salt) [+3]
Total Refresh Cost:
-17
Refresh Total:
-11
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 22, 2011, 03:00:29 AM
Ant-Man (Snorkelling)

High Concept: Size-Shifting Superhero Scientist
Other Aspects: Member Of The Avengers, Creator Of Ultron, Self-Esteem Issures, My Wife The Wasp
Skills:
Superb: Fists, Scholarship
Great: Might, Endurance, Weapons
Good: Alertness, Survival, Athletics
Fair: Intimidation, Stealth, Investigation
Average: Presence, Discipline, Rapport
Stunts:
Superscientist (Scholarship): +2 to Scholarship concerning superscience.
Gadgeteer (Scholarship): Use Scholarship to make objects of superscience.
Powers:
Echoes Of The Beast (Ants And Other Insects) [-1]
Item Of Power (Pym Particles) [+1] granting:
Human Form [+1] affecting:
Diminutive Size [-1]
Human Form [+0] affecting:
Hulking Size [-2]
Inhuman Strength [-2]
Inhuman Toughness [-2]
The Catch (heavy weaponry) [+3]
Human Form [+0] affecting:
Titanic Size [-2]
Long Reach [-1]
Supernatural Strength [-2]
Supernatural Toughness [-2]
Total Refresh Cost:
-12
Refresh Total:
1
Title: Re: Generic NPCs
Post by: Silverblaze on May 22, 2011, 03:09:36 AM
alternate on growing:

IoP or potions: Pym Particles!:  grant up to titanic size or diminuitive size.


Is there a way to stat animal control in this system?  Would help for his ant control helm and...well many concpets that involve animal summoning/control.
Title: Re: Generic NPCs
Post by: zaczane on May 22, 2011, 01:56:52 PM
i think you should change his echoes of the beast to bugs in general because he does use ants most of the time but he does you a lot of other bugs to.
Title: Re: Generic NPCs
Post by: finnmckool on May 22, 2011, 05:58:24 PM
Storm Elemental (Feet In The Water)

High Concept: Living Thunderstorm
Other Aspects: Force Of Nature, Nothing Personal
Skills:  
Great: Fists
Good: Endurance, Athletics
Fair: Might, Alertness, Lore
Average: Presence, Intimidation, Conviction, Survival
Powers:
Wings [-1]
Hulking Size [-2]
Vast Extra-Dangerous Aura [-5]
Amorphous Form [-1]
No Internal Anatomy [-1]
Long-Range Potent Natural Weaponry (Lightning Bolts) [-4]
Supernatural Toughness [-4]
Inhuman Recovery [-2]
The Catch (Salt) [+3]
Total Refresh Cost:
-17
Refresh Total:
-11

Super bad! One thing...what's vast extra dangerous aura? don't know that one.
Title: Re: Generic NPCs
Post by: finnmckool on May 22, 2011, 06:07:10 PM
The Crow (Eric Draven)

HC: Spirit returned to the land of the living to set wrong things right

Trouble: "Living" on borrowed time

Other aspects: My Crow, My Link to the World and My Power; It Can't Rain All The Time; Quote the Raven, Nevermore; Nothing is Trivial; My Memories of Life Drive Me

Skills:
Superb: Fists, Endurance, Guns
Great: Intimidation, Stealth, Weaponry
Good: Performance, Conviction, Athletics, Alertness
Fair: Empathy, Rapport, Discipline, Presence
Average: Drive, Lore, Burglary, Scholarship

Stunts:
Killer Blow
Fleet of Foot
Footwork
Was That Supposed to Hurt?
Two Weapon Training
Impossible leaps
No Pain, No Gain
Scary as F%^&!

Powers:

Inhuman Speed-2
Inhuman Strength-2
Inhuman Toughness-2
Mythic Recovery-6
The Catch + 3 ( his raven is harmed )
Incite, Very Potent, Lasting, Despair - 4
Psychometry-1
Cloak of Shadows-1
Supernatural Senses -2 Can track those he came back to kill; can see  through his ravens eyes

+? most powers are contingent on bird being healthy, incite emotion only usable against those who The Crow returned to kill

Not sure what power level to set him at


Ddddddddope! One problem...where's the super hard as hell semi-magic? By which I mean, "Mother is name for God on the lips and hearts of children. Heroin is bad for you." There's some sort of medium consequence (the cut scenes implied he expended a lot of power doing that) for that sort of mojo.
Title: Re: Generic NPCs
Post by: Silverblaze on May 22, 2011, 06:23:10 PM
Ddddddddope! One problem...where's the super hard as hell semi-magic? By which I mean, "Mother is name for God on the lips and hearts of children. Heroin is bad for you." There's some sort of medium consequence (the cut scenes implied he expended a lot of power doing that) for that sort of mojo.

Sort of fixed...maybe healing touch would work better.  Not sure how to simulate it properly.
Title: Re: Generic NPCs
Post by: finnmckool on May 22, 2011, 06:26:19 PM
hmmm...maybe a custom power...or something like the swords where status effects, for lack of a better term are erased...
Title: Re: Generic NPCs
Post by: citadel97501 on May 22, 2011, 10:54:14 PM
In regards to the Crow,

Perhaps giving him the Incite Emotion power, with "Regret" as the emotion, but make him take mental stress or something when he uses it?
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 22, 2011, 11:47:26 PM
Vast Extra-Dangerous Aura can be found in the custom power thread or the custom power master list. It makes a Great attack against the Endurance of everyone within 3 zones every action.

Ant-Man has been revised, mostly because I just remembered that I wanted to give him Long Reach.

Animal control can be simulated using Echoes Of The Beast and social skills.
Title: Re: Generic NPCs
Post by: Katarn on May 24, 2011, 04:18:51 AM
I happen to be on a Thor kick after seeing the new movie (twice).  I know there's been some debate on how to build Thor, so for now I'm going to avoid him, Loki, and Odin, and work on the following (based on MARVEL's interpretation, not Norse mythology directly):

*Balder (the Brave) Odinson, Asgardian of Light and former Monarch  [X]
*Sif, Female Warrior  [X]
*Heimdall, Guardian of the Rainbow Bridge  [  ]
Warriors Three
*Fandral (the Dashing)  [  ]
*Hogun (the Grim)  [  ]
*Volstagg  [  ]



Balder (the Brave) Odinson
High Concept: Asgardian God of Light and Prophecy
Trouble:  Key to Ragnarok
Other Aspects: (Former) Monarch of Asgard, Widower, Swordsman Warrior, Staunch Ally of Thor, Love-Hate for Karnilla
Skills:
Legendary: Weapons, Endurance
Epic: Lore, Athletics, Conviction
Fantastic: Might, Discipline
Superb: Resources, Alertness, Survival
Great: Contacts, Intimidation, Presence
Good:  All other skills default to Good or higher.
Stunts:
Powers:
[+0]Wizard's Constitution- Balder ages very slowly, as most of the Asgardians do.
[-4]Supernatural Strength- Balder can lift 35 tons (50 tons in role as Monarch)
[-4]Great Glamours- Balder can shield himself (and Odin's steed) from mortal eyesight.
[-2]Channeling (Pyromancy)- Balder can generate heat and light, but it is weaker than is contemporaries of other pantheons.
[-4]Supernatural Speed
[+1]The Catch- Mistletoe is Balder's one true weakness (although Odin's powers presumably apply as well), affecting the following:
[-4]Supernatural Recovery- Balder heals much faster than any mortal, and can perform at peak capacity for a full 24 hours.
[-8]Physical Immunity- Balder cannot be killed by mortal weapon.
[+1]Additional Catch- In addition to the mistletoe, the Immunity only applies to Balder when he is in the Asgardian dimension.
Equipment: Norn Stones (occasionally), Asgardian mounts, interdimensional portals, a pair of swords, occasionally Sword of Frey (not included in this write-up)
Refresh Cost: -24
Total Refresh: 4


Sif
High Concept: Female Asgardian Warrior
Trouble: Eyes only for Thor
Other Aspects: Affection for the Worthy, Understand the Mortals, Unrequited Love from Balder, Cold Weapon Mastery, the late Mrs. Chambers
Skills:
Epic: Weapons, Fists
Fantastic: Endurance, Conviction
Superb: Lore, Might
Great: Discipline, Alertness
Good: Survival, Presence
Fair: All other skills default to Fair or higher.
Stunts:
Powers:
[+0]Wizard's Constitution- Sif ages very slowly, as most of the Asgardians do.
[-4]Supernatural Strength- Sif can lift 30 tons.
[-4]Supernatural Speed
[+1]The Catch- Sif's power is potent primarily in Asgard, affecting the following:
[-2]Inhuman Recovery- Sif heals faster than any mortal.
[-6]Mythic Toughness- Sif can take all kinds of damage and still not go down.
Equipment: Dimension-traversing Sword from Odin
Refresh Cost: -15
Total Refresh: 5


Special Thanks to Belial for strength calculation.
Title: Re: Generic NPCs
Post by: Belial666 on May 24, 2011, 08:34:54 AM
A point more in lifting goes from +50 to +100% weight (except for the artificial gap between +3 and +7 because humans are not supposed to lift cars with just a good roll). Following this progression, Supernatural strength increases your lifting capacity by 25-30 times as a rough estimate. Mythic strength increases your lifting capacity by 600-900 times. So, given a Might of Epic and Mythic Strength, you should be able to lift 200-400 tons without even rolling. Given a Might of Fantastic and Mythic Strength, you should be able to lift 120-240 tons or so. But that is for a casual lift without effort put into it. Rolling (or spending a FP or tagging an aspect from declaration/maneuver) allows you to lift at bonus+2, or at least twice as much.

My point is that you shouldn't go around giving Mythics and Epic/Legendary skills to everyone. Mythic Strength without any might skill allows you to break vault doors without a roll and lift 8 tons. Mythic Toughness means you can take several artillery shells. Mythic Strength and Epic Might fit the Hulk or Superman (along with hulking size and/or mighty thews) and maybe Thor, not the vast majority of other people.
Title: Re: Generic NPCs
Post by: zaczane on May 24, 2011, 09:44:10 PM
just as a note for the NPC master list i would like you guys to put an approximate power level, it makes it easier for me thanks
Title: Re: Generic NPCs
Post by: Katarn on May 24, 2011, 11:01:51 PM
A point more in lifting goes from +50 to +100% weight (except for the artificial gap between +3 and +7 because humans are not supposed to lift cars with just a good roll). Following this progression, Supernatural strength increases your lifting capacity by 25-30 times as a rough estimate. Mythic strength increases your lifting capacity by 600-900 times. So, given a Might of Epic and Mythic Strength, you should be able to lift 200-400 tons without even rolling. Given a Might of Fantastic and Mythic Strength, you should be able to lift 120-240 tons or so. But that is for a casual lift without effort put into it. Rolling (or spending a FP or tagging an aspect from declaration/maneuver) allows you to lift at bonus+2, or at least twice as much.

My point is that you shouldn't go around giving Mythics and Epic/Legendary skills to everyone. Mythic Strength without any might skill allows you to break vault doors without a roll and lift 8 tons. Mythic Toughness means you can take several artillery shells. Mythic Strength and Epic Might fit the Hulk or Superman (along with hulking size and/or mighty thews) and maybe Thor, not the vast majority of other people.

Alright, I wasn't sure how to address this.  So if Balder (720 lbs) is trying to lift 50 tons/100000 lbs (139x his weight), how would you stat this?  Same question for Sif (425 lbs) lifting 30 tons/60000 lbs (142x her weight).
After some thought, I agree that Balder should have Supernatural Strength (since Hulk and maybe Thor would by mythic). Sif would have either Supernatural or Inhuman.
Title: Re: Generic NPCs
Post by: Belial666 on May 25, 2011, 09:11:58 AM
Both should have Supernatural Strength. If what you gave is about their upper limit for lifting, Balder should have +6 might and Sif +5 might.

This means Balder can lift 8.5 tons without effort  (i.e. without rolls or aspects or FPs) and Sif can lift 5. If they have a moment to focus/prepare/get their stance right/brace themselves (navel-gazing for a taggable aspect) or if they put in a good effort (roll of +2) they could lift 25 and 15 tons respectively. If they put in the best possible effort (a +4 roll), or if they brace themselves and put in a good effort (navel-gazing aspect plus +2 roll), or if they bracethemselves and the fates aid them (navel-gazing aspect plus a FP), Balder could lift 70 tons and Sif could lift 40.
Both of them can break the exterior walls of buildings without rolling. Balder can break vault doors without rolling and Sif only has to roll a +1.


Thor should have a +7 might, Mythic Strength and Mighty Thews. He can lift about a thousand tons without rolling and about 8 thousand tons on his best effort.


The Hulk should have +7, maybe +8 might, Mythic Strength, Mighty Thews, Bend and Break, Hulking Size, and a rage power giving +2 to strength-related rolls (but -2 to several other skills) while really raging. That's a +26 bonus to both lifting and breaking. He is at 14 points over breaking vault doors and lifting heavy trucks. For comparison purposes, the strongest humans in the world are only 9 points over lifting a backpack or breaking window glass. It's as much easier for the Hulk to break vault doors when really raging than the strongest men breaking window glass, as it is easier for someone to lift a backpack than lift a 500-pound man. HULK SMASH!  ;D


(the hulk comparison is entirely with the book's numbers. I didn't bother making any estimations as to how much he can actually lift in tons with -11 refresh in strength powers and stunts. Once you can throw around battleships, number crunching becomes kinda pointless.)
Title: Re: Generic NPCs
Post by: Katarn on May 25, 2011, 01:17:18 PM
Ok thanks I'll update them.  I'll try to get Heimdall and maybe the Warriors Three up today as well.
Title: Re: Generic NPCs
Post by: Silverblaze on May 26, 2011, 12:47:44 AM
Volstagg "The Enormous" is what you were looking for, I think.
Title: Re: Generic NPCs
Post by: Katarn on May 28, 2011, 12:37:07 AM
*Balder (the Brave) Odinson, Asgardian of Light and former Monarch  [X]
*Sif, Female Warrior  [X]
*Heimdall, Guardian of the Rainbow Bridge  [X]
Warriors Three
*Fandral (the Dashing)  [  ]
*Hogun (the Grim)  [  ]
*Volstagg (the Enormous)  [  ]



Heimdall
High Concept: Sentry of Asgard
Trouble: Duty above Family or Love
Other Aspects: Trusted Confidant of Odin, Sister Sif, Former pawn of Loki, Seeker of Lost Asgardians, Power with Restraint
Skills:
Legendary: Alertness
Epic: Discipline, Conviction
Fantastic: Might, Weapons
Superb: Athletics, Fists
Great: Resources, Presence
Good:  All other skills default to Good or higher.
Stunts:
Powers:
[+0]Wizard's Constitution- Heimdall ages very slowly, as most of the Asgardians do.
[-4]Supernatural Strength- Heimdall can lift 50 tons (191x his weight)
[-2]Inhuman Speed- Heimdall is quicker than any mortal athlete.
[-2]Channeling (Pyromancy)- Heimdall can conjure powerful blue fire, capable of downing Thor.
[-4]Refinement
[+1]The Catch- Sonic booms disable him, and his weak points are his eyes, that slowly heal (if at all).
[-3]Extreme Senses- Heimdall can detect beings hundreds of miles away.  He can focus these senses intensely and block out other information.
[-4]Supernatural Recovery- Heimdall heals from wounds quickly
[-6]Mythic Toughness- Heimdall can take all kinds of punishment and not go down.
Equipment: his steed Gulltopp, Gjallerhorn, Hofund.
Refresh Cost: -24
Total Refresh: 4


Open to suggestions.
Title: Re: Generic NPCs
Post by: Richard_Chilton on May 28, 2011, 12:48:26 AM
Just a quick note:

When I think generic NPC I think beat cop, dog catcher, mall rat, the foster parent of a group home, and maybe, just maybe, the cult leader who disguises himself as the foster parent of the group home while he teaches the children to summon That Which Must Not Be (aka the Pink Fluffy Bunny from Beyond the Outer Gates).

In short, generic NPCs that can be used in any game.  I generally don't think superheroes because, well, superheroes aren't generic.  They belong in superhero worlds, not generic worlds.

Which is a long way of saying that maybe this thread should split.  That there should be a generic NPC thread (with the mail man, telemarketer, and random cultist) and a second thread for superheroes... Or maybe a thread that encompasses all the fictional heroes from outside the DV.

Just a suggestion

Richard
Title: Re: Generic NPCs
Post by: Katarn on May 28, 2011, 01:00:27 AM
Extraordinary NPC Thread (http://www.jimbutcheronline.com/bb/index.php/topic,26217.0.html) created.
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 28, 2011, 01:07:29 AM
I dunno about this. We have too many character threads as it is.

I'm not exactly happy with how much this thread has drifted from my original intent, but I've learned to deal with it.

I considered changing the title, but I've gotten so used to this one.

Ideally, we'd dissolve all the character threads and start new ones with better-drawn dividing lines. But that'd be so much work...
Title: Re: Generic NPCs
Post by: Richard_Chilton on May 28, 2011, 02:37:30 AM
Shrug.

I'm most of the way through recreating another fictional character - Mack Bolan.  I'm just a bit hung up on the skills.  Alas, the system doesn't seem to allow for someone to have every skill at legendary so that's a bit of a stumbling block.  No, seriously, he needs skills at legendary.  At least Raport (seduction) because he gets more tail than Hugh Hefner can dream of - which is more than most Korean War vets can claim.

Here's what I have so far:
Name: Mack Bolan
Template: Pure Mortal (or Scion of the god of Ass Kicking - actually him having Wizard Constitution Almost Makes Sense)
High Concept Aspect: The Sniper Who Was Called The Executioner and Sargent Mercy at the Same Time
Trouble Aspect: I Have a Past (tag a random killer shows ups - then dies)
Background:
Mack Bolan was born of regular folk; his family were salt of the earth types.  Dad worked construction, mom stayed home and raised the family, Mack joined the army at 18.   He served a tour in Korea, so when Vietnam rolled around Mack knew what to expect.  He served two tours of duty in Nam, where he was nicked named both The Executioner (for his sniping skills) and Sargent Mercy (because he rescued countless kids).
Background Aspect: I Know What I'm Getting Into

Rising Conflict:
Mack Bolan was about 30 when he was pulled of the line and given some grim news.  His parents, Sam and Elsa Bolan, were dead, as was his kid sister Cynthia (aka Cindy).  His baby brother, Johnny, was critically wounded.  Mack was given hardship leave to go back to the states to deal with what was left of his family.  He was only weeks (well, maybe months) from needing to re-up, so if he didn't want to return to Vietnam he could easily take a discharge.
When he arrived home he had a private conversation with little Johnny (who was 14) and discovered what happened.  It seemed that Sam Bolan had had a heart attack.  He had recovered, but he couldn't work construction for a few months and had needed a loan.  With other loan companies turning him down, Sam had gone to the Triangle Loan Company, not knowing that it was a MAFIA front.  He had paid on the loan, once he was healthy, but Sam was always falling behind (note: he paid back two or three times what he borrowed).  After a couple of toughs leaned on him and his family feared that he might have another heart attack, Cindy Bolan (then 17) went to the loan company and begged them to let up on her dad.   They pointed out that someone had to pay the loan and pointed her to Leo ("The Pussy") Turrin who introduced her to a life of prostitution - the money she earned on her back going to pay down her father's debt.  Johnny (suspecting that something was wrong with Cindy) followed her on a "date" and discovered that his big sister was turning tricks in a "rent by the hour" motel.
Johnny went home and told his father that Cindy was turning tricks.  Sam hauled off and punched Johnny, giving him a bloody lip.  Then Cindy ran in and said that it didn't matter, that she would do anything to help her Daddy.  Then Elsa Bolan came in and, seeing her son with a bloody lip, went to him.  The two women were fussing over Johnny, trying to tell him that it would be all right, when Sam Bolan snapped.  He went from Family Man to Family Destroyer.  He walked out of the room and when he came back he had his gun.  He shot his daughter so that Cindy wouldn't have to whore to pay his debts, then he shot his wife Elsa so she would never know that their daughter had sold her cherry (and then some) to pay his debts, then shot Johnny so he wouldn't have to live without a mother.  After apologising to Johnny ("I shouldn't have busted your lip") Sam Bolan left the room and shot himself - never suspecting that his son was merely critically injured (the bullet had to pass through one of the other bodies to get to him).
Johnny didn't tell the cops (because it might make his sister look bad) but told his Big Brother.
(Hey, wait a minute - there's 13 years between Mack and Cindy? That doesn't make sense.  Oh well, I'm sure the rest of the story will.)
Once Mack Bolan heard this story he knew what aspect he would take from this phrase:
Aspect Phrase: "I Will Kill Them All"

The Story: The Rise Of the Execution
Mack broke into a lightly guarded armoury and a gun shop.  The gun shop owner hesitated to report the break in - enough money had been left to more than cover the cost of the missing guns.  As he told police, he considered this an unauthorised midnight sale and didn't want to press charges.  (Hey, this was the sixties, before gun laws as we know them.)  Mack sighted in a sniper scope on a bolt action rifle, practising three shots at a certain distance, then (and this is an amazing co-incidence) the three main officers of the loan company were gunned down by a sniper firing at just that distance.   Wait, um, look at the aspect phase above.  Yeah, I don't think it was a co-incidence.  Anyway, the killer (call him Mack) stole a bunch of money from the loan company and torched their records (and they didn't have any backups-honest!) so the loan sharks were out of business.
Then Mack Bolan offered his services to the MAFIA, working for Leo ("The Pussy") Turrin (hey, didn't he know Mack's sister?) as he wormed his way into the Family's confidence (because one of the major MAFIA families in the US - the Frenchi family - was based out of Pittsfield).  Leo, by the way, had the first computerised prostitution service in the world.   Truly the man was a forward thinking one.
But back to Mack.  He worked for the MAFIA for a while, then a corrupt cop mentioned that Mack Bolan was looking good for the Triangle Loan Company killings and the MAFIA went 'hard'.  As usual (hey, the MAFIA has a SOP manual - yes they do!) they gathered all the made men in one location so they could plot Mack Bolan's destruction.  Leo thought he saw movement in the hills and took a horse out (of course all MAFIA HQs have stables) to check it out.  While he was gone, Mack introduced the MAFIA to the items he had stolen from that armoury - mortars, rocket launchers, a BAR - all good stuff.  Leo rode up to Mack just as Mack was using his sniper rifle on the stragglers and - before Mack could kill him - revealed Leo's Big Secret.  Leo was a federal agent working to subvert the MAFIA from the inside.  Now for an aspect... Um, Kill Them All was already taken, so...
Phase Aspect: The Federal Government is My Bitch

Guest Star:
Mack went to LA where he put together a Death Squad made up of ten Messed Up Nam Vets.  After all but a couple of his best friends in the whole world fell fighting the MAFIA Mack got another old friend to give him a face job.  Because that doctor (a former army surgeon who was now into plastic surgery) gave Mack a new face, some MAFIA soldiers spent 18 hours torturing him to death.  He cracked after the first few minutes, but they wanted to make an example of out him.  From this series of adventures, Mack picked up the aspect of "I Don't Look Like Me, I Look Like Him" which can be tagged for an epic success whenever he wants to infiltrate somewhere (pretending to be a Black Ace or a Talifero or a Terrorist or a Senator or anyone he wants to be).  As for his last aspect, that seems to have been changed by Milestones.  Initially it was "I Single Handily Destroyed The MAFIA, Killing the Boss of Bosses and Most of the Made Guys" and shifted to "I've Destroyed Countless Terrorists Groups", before ending up as "I Am The Executioner and Everyone Else Has to Die!!!!!!" (which is tagable in every possible situation).

----
As I said, I'm now stuck at the skills.  That pyramid means that they all can't be a legendary...

Oh, and if he ever entered the DV.... After sleeping with Murphy and Molly (maybe at the same time) and possibly seducing Charity (but only if they can bone without Mack noticing that she's married - doesn't chase married women, they chase him), Mack would get Harry to stop chasing monsters and set him after the USA's Enemies.  Then he would blow away the Red King, the White King, the Black King, the Jade King, and the Merlin (just to be safe) after that Mack would head after a new target...

Richard
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 28, 2011, 03:29:20 AM
Well, I just googled that guy. Sounds pretty Marty-Stuish, both from your take and from Wikipedia.

But that doesn't mean he has to be impossible to stat. High skills across the board, a bunch of stunts, and a pile of FP can make a Pure Mortal next to unstoppable* in this game. I'd expect Guns and Contacts to be areas of focus. High Rapport, Stealth, Burglary, Deceit, and Presence would also be good. Plus, you need to cover the basic combat suite (Alertness, Fists, Weapons, Athletics, Endurance).

So yeah. That's a lot of skills, but I think that if you keep in mind that Good + a stunt is pro level you can manage it.

*For a given value of unstoppable.
Title: Re: Generic NPCs
Post by: BumblingBear on May 31, 2011, 10:45:48 AM
Has anyone done a xenomorph from the Aliens franchise yet?
Title: Re: Generic NPCs
Post by: Sanctaphrax on June 02, 2011, 01:48:34 AM
I don't think so.

I'm willing to take a shot at it, but I've only seen one of the movies and it was a while ago. So I'd need a refresher on their capabilities.

PS: I think I have a pretty good Cthulhu build more or less worked out. I'll put it up soon. Probably on Katarn's new(ish) thread, because it's hard to get less generic than Cthulhu.
Title: Re: Generic NPCs
Post by: Taer on July 06, 2011, 04:18:51 PM
Edit note: Changed to be more focused and more scary based on Belial666's comments. Given that I emphasized their spawning capabilities, I think it might now be obvious as to why each one of those guys would be a fair match for a nation. They're still not quite as optimized as they might be, as I tried to retain some vampire flavor in each one of them. They're still a bit of a WIP, so expect some more edits to them(and there might be some minor mistakes, I'll correct those later).

Black Court Ancients. This is mostly based on Jim's comments that old Black Court vampires were /terrifying/, to the point where a relatively small union of them is a fair match for /Mab/ or other characters of true heavyweight status. Thus, the following stats are to the tune of 50-60ish Refresh. They're meant to represent the millenia-old monsters, capable of standing up to demon lords and such.

High Concept: Ancient Black Court Vampire
Aspects: Cruelty Beyond Imagination, Older Than Most Countries, Ruthless Pragmatism, All Others Are Mere Cattle, Drawing Attention To Oneself Is Pure Stupidity
Skills:
Epic: Athletics, Fists
Fantastic: Intimidation, Stealth, Lore
Superb: Alertness, Endurance, Conviction, Might
Great: Discipline, Presence, Resources, Contacts
Most other skills default to Good or Fair.

Base Powers:
Claws [–1]
Echoes of the Beast [–1]
Living Dead [–1]
Mythic Toughness [–6]
The Catch [+1 to +3] is Bram Stoker style weaknesses. However, the truly ancient Black Court Elders tend to become less susceptible to the traditional weaknesses of their kind and usually have a less susceptible Catch. The specific way in which a given Black Court Ancient is less affected by the usual Catches of their kind is best determined by the GM based on the needs of their story.
Blood Drinker [–1]
Feeding Dependency [+1] affecting the following powers:
Beast Change [–1]
Cloak of Shadows [–1]
Mythic Strength [–6]
Supernatural Speed [–4]
Domination (Master Dominator, Possession) [–7]
Gaseous Form [–3]
Base Template Refresh: 29(Assuming +2 Catch)

Spawning other vampires does not have a defined power. However, it deserves a note. In the usual case, a Master Black Court vampire can spawn rank-and-file vampires who then may spawn feral vampires incapable of creating their own spawn. The might of true Elders is far vaster. It takes many generations before their 'descendants' are feral and unable to spawn their own children. Thus, if an Elder wishes to attract attention and create an army(which is very unlikely, but it can happen) he could have thousands of new vampires under his command in a very short period of time.

Thus, remember that an ancient BCV is never without his servants. A typical scourge of of an ancient will have(besides himself, of course) up to a dozen "master" BCV and however many rank-and-file BCVs and Renfields as they're comfortable with having around. Despite their tremendous power, most BCVs are uncomfortable with confrontation. In most cases, they'll use their mundane resources to see if they can get rid of whoever is their enemy. If that doesn't work out, they'll send one or two master BCVs along with several Renfields and rank-and-file to fight their enemies(alternatively, they will choose another proxy to fight in their stead - such as summoned demons or other entities for the Spellcaster flavour of BCVs). If the enemies prove too formidable, they'll simply withdraw from the field. If directly confronted, most of them will simply choose to escape. Only truly spectacular circumstances will force an ancient BCV to fight to the death.

Black Court Vampires develop in a lot of different ways. The above template can be considered a complete package for most elder Black Court Vampires. For a true ancient, one that has seen thousands of years, add one of the following templates to the above:
Shapeshifter:
Delete Claws, Beast Change, Mythic Toughness, Mythic Strength, Supernatural Speed and Gaseous Form from the above and add the following. I'm unsure on the pricing of Flowing Form and Semi-Intellectus. If you think they deserve a higher Refresh cost, just decrease his number of Modular Abilities.
Powers:
True Shapeshifting [-4]
Flowing Form[-2]: Improves True Shapeshifting, so that the vampire can shift into any form possible as a free action.
Semi-Intellectus[-4]: The vampire does not become an Intellectus, but he comes close. True Shapeshifting now allows for re-allocating social and mental skills when changing shape. In the case of skills such as Resources or Contacts, this is usually simply the vampire gaining the knowledge of what shape he has to take in order to access such resources and how to behave(ie. by shapeshifting into a millionaire and using his bank accounts or changing shape into a money launderer to get Contacts within a mafia).
There are limits to this kind of shapeshifting. The skills the vampire gains usually only represent generic knowledge. For example, he might be able to shapeshift into a millionaire and gain his Resources score - but he would be unable to shift into a member of a security company to gain knowledge of their passwords. In other words, this is a rationalization for his access to particular Skills, not nigh-omniscience.
He may also spend his Modular Abilities on Stunts and non-physical powers as well, so long as those abilities are more instinctive rather than learned. That is, he could assume Psychometry or Incite Emotion but he would be unable to use Evocation or Thaumaturgy and and he would certainly be unable to gain any kind of Sponsored Magic.
Modular Abilities [-40]: Gives 38 Refresh to distribute among appropriate abilities. As a clarification, the vampire is capable of assuming Social and Mental equivalents of Toughness powers and a great number of other exotic abilities thanks to Semi-Intellectus.
Catch[+1 to +3]: No matter what kind of Toughness abilities the vampire gets, he always retains his usual Catch.
Stress:
Mental: OOOO to OOOO (OOOOOO)*, 1+ extra minor*
Physical: OOOO to OOOO (OOOOOO)*, 1+ extra minor*
Social: OOOO to OOOO (OOOOOO)*, 1+ extra minor*
Shapeshifter BCV Refresh: -58
*Depends on currently adapted form. In most cases, assume Mythic Toughness or outright Immunity to currently attacked track, 2 extra minor from skill and 1-2 extra minor from a stunt.

With enough Modular Abilities and points that they might run out of non-custom powers before they fill them all, at least +7(or +8 if their cap is Legendary) to every single Skill(but probably 8-9 due to stunts or more if supernatural powers are involved) check due to free action shapeshifting and insane flexibility, shapeshifter vampires are very tough. They can easily become the next best thing to invulnerable(in all their stress tracks) and have access to an astonishing number of potential powers and stunts.

Do they want cash? They can shapeshift, gain Resources 7, a stunt that grants them a +1 or +2 to that. Do they want an army at their side? Contacts 7, +1 or +2 from a stunt. Research an enemy? Once again, Lore or Scholarship at 8-9. Combat? At any time in defense, they're probably going to have the stress track you're attacking immune or otherwise toughened up, their defensive skill somewhere in the 10 range plus an array of extra consequences. On the offensive, they'll have Weapon: 8 attacks, quite probably with(again) 8-9 in the skill and Mythic Strength or something along those lines.

They are not as focused as the rest, but their sheer flexibility alone is absolutely staggering. There's very little they can't do.

Spellcaster:
Swap Discipline with Intimidation and Conviction with Stealth. Delete Domination and Cloak of Shadows. Mythic Strength becomes Supernatural Strength.
Add the following:
Stunts:
Focused Power: Adds 2 minor mental consequences that may absorb spellcasting stress.
Powers:
Evocation[-3]
Thaumaturgy[-3]
The Sight[-1]: Does not possess Soulgaze, as there is no soul to be gazed.
Black Court Magic[-3]: Black Court Vampires this invested in spellcasting eventually learn to tap into the nature of their own curse to fuel their spells. This relentless supply of dark energy effectively acts as a source of Sponsored Magic, allowing for the vampire to use all Thaumaturgy at the speed of Evocation. It also adds +1 to control or complexity of all malevolent magic.
Well of Power[-4]: The vampire may spend up to 4 points of sponsor debt per scene without actually accumulating debt.
Refinement[-27]:
Evocation(Air Control +2 Power +1, Earth, Fire, Spirit Control +6 Power +5, Water Control +4 Power +3)
Thaumaturgy(Divination Control +1, Entropomancy Control +3, Necromancy Control +2, Psychomancy Control +6 Complexity +5, Summoning and Binding Control +4)
Foci: Rune-incribed Chainmail(Offensive/Defensive Spirit Control +3) Staff(Offensive/Defensive Spirit Power +3)
Stress:
Mental: OOOO, 1 extra minor, 2 extra minor for spellcasting only
Physical: OOOO (OOOOOO), 1 extra minor, Armor: 3 from an exquisitely crafted chainmail against a wide variety of attacks
Social: OOOO
Spellcaster BCV Refresh: -61

The revised version is even more impressive, capable of 15-shift offensive Evocations with 14 Power. This makes them very nearly capable of one-shotting people even if they have Mythic Toughness and Speed. Given that their focus is Spirit, they can also go for the mental stress track, which makes them most likely capable of one-shotting a couple of zones. Control 15/Power 14 defensive Evocations, Epic Athletics and Mythic Toughness and Supernatural Speed for passive defenses. Capable of tapping into their Sponsored Magic freely 4 times per scene and with 2 additional mental consequences - they have a vast endurance for fights. Insane flexibility with a Soulfire-alike.

In the regular Thaumaturgy department, they're capable of creating up to 20-shift complexity spells with no real loss of resources(up to 25 for Psychomancy). Due to their awesome Psychomancy powers, if they really want to, they can easily mind control several humans into acting as their sacrifices, thus catapulting their possible rituals into city-flattening department. While they lack the ability to create Renfields, they can still very easily turn people into vampires(like other Ancients, this can get into thousands within a short period of time), who will also have their own consequence slots to contribute. With a Fantastic Discipline, they'll never fail a Thaumaturgy control roll unless they're in a hurry.

Mindbender:
The Mind-bender variant of Black Court deals in and improves their psychic attacks into attacks of such brutality that they can crush and rewrite personalities within moments.
Swap Discipline with Stealth and Might with Deceit.
Greater Glamour[-4]: This is not the Fae ability. However, Elder Black Court vampires are able to create illusions in the minds of others as easily as the Sidhe.
Domination(At Range, Communication, Fields of Dead Eyes, Master Dominator, Minds Are My Playthings, Quick Domination, Quick Renfield, Psychic Assault, Possession) [-23]:
At Range[-1]: As per the similar Incite Emotion Upgrade. Requires Quick Renfield and Quick Domination.
Communication[-1]: The vampire may telepathically communicate with and issue commands to anyone he has under his sway.
Fields of Dead Eyes[-3]: The vampire mind-bender can attack up to Conviction zones simultaneously with his Domination ability.
Minds Are My Playthings[-2]: The vampire is initiated into the more subtle and less destructive methods of swaying minds. He may use this ability as a maneuver(at a +2 to the roll), creating temporary Aspects reflecting his control over the victim's mind. There is a more dreaded side to this ability, however. If the vampire deals Consequences to his target, it is he who defines their nature, not his victim. His "Renfields" can still be the horribly maimed individuals, but he has another option now - of putting others under his sway completely, while still making them functional people, rather than raging madmen. In other words, such individuals get all the benefits of being a Renfield with none of the apparent side effects(they are still under the vampire's complete control, naturally).
Psychic Assault[-2]: Upgrades Master Dominator. Attacks are now treated as Weapon:4.
Quick Domination[-2]: The mind-bender does not require a helpless victim to use his Domination ability. He may use Domination if he's able to touch his target.
Quick Renfield[-5]: The mind-bender's Create Renfield ability works in an instant. As soon as the target is Taken Out, he can become a Renfield.
Stress:
Mental: OOOO, 1 extra minor
Physical: OOOO (OOOOOO), 1 extra minor
Social: OOOO
Mind-bender BCV Refresh: -56

Not as offensively powerful as the spellcaster vampire, the mindbender still packs a punch. Capable of reprogramming a couple of zones at once into his willing super-powered slaves automatically, the mind-bender is a scary individual who can convert a city into his willing slaves in a few days. His Renfields do not lose their creativity, will or imagination either - nor they do not die automatically after a year or two. Think regular Renfields are bad? What do you think happens when a vampire has Renfields of every supernatural template imaginable?

Not as flexible or outright powerful as the others, but the mind-bender is the one template of BCVs I've statted here that is almost guaranteed to survive the usual torches-and-pitchforks approach.

Quintessential Vampire:
This type of vampire does not focus on any one part of his vampirism or learn outside tricks - rather, he just becomes stronger and stronger over time, delving deeper into the curse of vampirism.

Refresh costs below represent the difference between the base template and upgrades, rather than being an absolute cost(ie. Mythic Speed is marked as -2, as the base template already has Supernatural Speed).
Add the following:
Demonic Co-Pilot[-1]
Demon Self[-2]: The Black Court Vampire has reached such attunement to the curse that it assists him in all of his efforts. This upgrades Demonic Co-Pilot - it adds to /all/ rolls and has no negative qualities. It is only available to negative Refresh characters who are entirely in tune with their selfish desires.
Entropic Claws[-1]: The Claws of such a vampire are imbued with the entropic qualities of the curse. They count as Weapon: 4. Requires Claws.
Curse Transmittance[-4]: The Claws of a Black Court Vampire transmit the entropic nature of the curse. This power effectively functions like Venomous Claws, except the Aspect is ‘Cursed With Death’.
However, there’s a scarier part. If a target is Taken Out from the damage of the curse, they rise an Exchange later as a Black Court Vampire, fully under the control of the Elder. Requires Entropic Claws.
Physical Immunity[-2]
Physical Immunity Catch[Same as base Template]: Usual ancient BCV weaknesses. Quintessential vampires are even more likely than other BCV elders to have vastly tougher to satisfy Catches.
Entropic Shield[-12]: No mental, social or physical attack may deal more than 1 point of stress to the vampire. Note that this reduction is applied after all other reductions - ie. if he was wearing Armor:3 a 7-shift physical attack would at first be reduced by his armor to a 4-shift attack and afterwards would be reduced to 1-shift(instead of the other way around). This ability has no Catch.
Weather Control[-3] Vampires of this degree learn to affect the weather with the power of their curse alone. This effectively means that the vampire is capable of using maneuvers to place weather-related Aspects. This is a Conviction roll, affecting up to Conviction zones automatically. Conditions range from fog(difficulty 2-3) to strong winds and rains(4-5) to hurricanes(difficulty 7-8).*
Following powers are affected by Feeding Dependancy:
Greater Cloak of Shadows[-1]: Upgrades the Stealth bonus by an additional +2. Requires Cloak of Shadows.
Mythic Speed[-2]
Human Guise[-0]: Unlike all other types of Black Court Vampires, the quintessential vampire delved into his nature deeply enough to master it. They no longer appear as rotting corpses but are instead able to pass for human.

*Note that, outside of combat time, a quintessential vampire should be able to conjure hurricanes and storms that can cover entire cities. As a general guideline assume that covering a city with a particular brand of weather increases the difficulty(or the time spent using the ability, as per time increment table; though gathering this much power over long periods of time is very noticeable) somewhere between 10 and 14 shifts.
Stress:
Mental: OOOO, 1 extra minor
Physical: OOOO (OOOOOO), 1 extra minor, Physical Immunity
Social: OOOO
Quintessential Vampire Refresh: 57

Say hello to Weapon: 10 venomous attacks that turn your allies into his allies upon their death, combined with Physical Immunity(and a custom toughness power that protects all of his tracks) and a full array of physical and funky vampire powers, we have one nasty son of a bitch here. The Quintessential Vampire is the King of creating entire armies of BCV servants. By my rough estimates(very conservative), if a vampire like this goes full-out with converting, he could have an army of a hundred thousand in a week. His weather control powers are capable of wiping off cities of the map if he really wants to.
Title: Re: Generic NPCs
Post by: Sanctaphrax on July 08, 2011, 05:25:48 AM
Hm.

This deserves more attention then I can reasonably give it here without a derailment. I'd want to discuss the custom powers, the areas of focus, and the power level.

Would you be willing to make a new thread for this?
Title: Re: Generic NPCs
Post by: Taer on July 08, 2011, 11:20:43 AM
Hm.

This deserves more attention then I can reasonably give it here without a derailment. I'd want to discuss the custom powers, the areas of focus, and the power level.

Would you be willing to make a new thread for this?

Sure.

Link (http://www.jimbutcheronline.com/bb/index.php/topic,27100.0.html).
Title: Re: Generic NPCs
Post by: finnmckool on July 16, 2011, 04:18:42 PM
I thought the nationally affiliated street gang member should be slightly different from the conventional organized crime gang member.

Gang Member (Hydrophobe)

High Concept: Random Gang Member
Other Aspects: Tough Guy Act, I Got a Posse Nation Wide
Skills:
Good: Weapons
Fair: Intimidation, Athletics
Average: Endurance, Alertness, Stealth
Stunts:
A Piece Means Peace (Intimidation): +2 to Intimidation while holding a weapon.
Strapped Always (Weapons): +1 to Weapons (Guns) and Knowledge (Guns) checks
I’m In (Contacts): +2 to Contacts on goods or info from his gang
Total Refresh Cost:
0 (Pure Mortal)
Refresh Total:
2

Oh, and I TOTALLY modded Sanctophax's Street Thug for this guy. I wanted someone slightly more gun toting, and slightly connected, but still rank and file fodder.
Title: Re: Generic NPCs
Post by: Sanctaphrax on July 16, 2011, 10:17:37 PM
Nitpick 1: Weapons should be Guns. Stunt should be modified to reflect this.
Nitpick 2: 3 stunts means -1 refresh cost and 1 refresh left.
Title: Re: Generic NPCs
Post by: finnmckool on July 16, 2011, 10:19:11 PM
It is guns...or do you mean in the Skills section...and fair enough on the latter.
Title: Re: Generic NPCs
Post by: Sanctaphrax on July 17, 2011, 03:40:02 AM
The Weapons skill cannot be used to use guns. You need the Guns skill for that.
Title: Re: Generic NPCs
Post by: finnmckool on July 17, 2011, 10:01:02 PM
Ah. right. gotcha.
Title: Re: Generic NPCs
Post by: Sanctaphrax on August 02, 2011, 05:02:17 AM
Stretching the limits of Pure Mortals here.

Nonetheless, I am quite proud of the way that this character's stats contain a simple and interesting combat tactic.

Dragoon (Feet In The Water)

High Concept: Final Fantasy-Style Dragoon
Other Aspects: Implausible Jumping Skills, Falling Spear Technique, Draconic Armour
Skills:
Great: Weapons
Good: Endurance, Athletics
Fair:  Fists, Might, Alertness
Average: Presence, Intimidation, Conviction, Discipline
Stunts:
Falling Spear Technique (Weapons): +1 to any attack in which a JUMPING aspect is tagged.
Gravity Helps (Weapons): Any attack in which a JUMPING aspect is tagged inflicts +2 stress.
Out Of Reach (Athletics): +2 to defense rolls against melee attacks when JUMPING aspect is present.
Mighty Leaps (Athletics): +2 to jump.
Blatantly Impossible Jumping Skills (Athletics): Further +2 to jump-based maneuvers, but all JUMPING aspects are automatically fragile.
Total Refresh Cost:
-3 (Pure Mortal)
Refresh Total:
3
Title: Re: Generic NPCs
Post by: wyvern on August 21, 2011, 05:27:24 AM
Not quite a generic NPC, but it shouldn't be too hard to file off the serial numbers if you want a powerful summer sidhe for a different game.

Lady Austris, The South Wind

Austris is tall and thin, with nearly black skin, golden cat's eyes, and long black hair that shimmers and sparks like thick smoke drifting over a bed of coals.  Her hands and feet are clawed and insectoid and segmented in black and gold and red, and spiny red-gold plates of chitin guard her forearms and shins.  Massive dragonfly wings in similar colors sprout from her back.  (Color scheme can be seen here (http://en.wikipedia.org/wiki/File:Sympetrum_flaveolum_-_side_%28aka%29.jpg), though her wing patterns are more closely reminiscent of this (http://en.wikipedia.org/wiki/File:RubyMhawk.jpg).)

For clothing she favors silk in red and gold, either skin-tight or artfully draped to accentuate her lithe form - concealing, and yet leaving little to the imagination.  (See also her listed magic items - she rarely sets aside more than the comparatively bulky smoke-plated armor.)

High Concept: Sylph Sidhe Of The South Wind
  (For reference, the generic sylph high concept is "razor-edged dragonfly girl", a description which does still apply to Lady Austris)
Other Aspects: Burning Passions, Bringer Of Storms, A Wondrous Pet, The Hidden Flame Of Devil's Mountain (http://en.wikipedia.org/wiki/Teufelsberg), To Scorch The Heavens, (room for one more aspect that I haven't come up with)
  Notes on aspects:
Burning Passions is, roughly, her trouble aspect; once known, it can be invoked to aid in attempts to inflame her emotions - for any reasonably fire-related emotion, like lust, greed, fury, envy, etc.; it can also be compelled to have her simply fail to defend against such attacks, or for her to go overboard in her reaction to, say, a seduction attempt (or whatever).
A Wondrous Pet refers to Johann (http://silverinsanity.com/~wyvern/johann/), whose skill and power catalyzed Austris' rise from a minor just-barely-sidhe to her current strength and position.
To Scorch The Heavens: Austris has her eyes set on becoming to the summer court as Leanansidhe is to winter; second in power after only the Queen.  She's nowhere near that point yet, of course, being still well below such enties as the Lady of Summer, or the Eldest Gruff... but her relatively rapid rise from minor sidhe is starting to gain some attention.  Compel or invoke this aspect for her to make grand gestures, grand plans, to overreach herself, or for attentions (both positive and negative) from those who watch the internal politics of Summer.

Powers:
-1 wings
-6 mythic speed
-2 inhuman toughness
-2 physical immunity to fire & fire byproducts (heat, smoke, obsidian blades, poisonous volcanic gasses, etc.)
-4 supernatural recovery
+3 catch (cold iron - and just cold iron; Austris burns hot enough that attacks with cold or ice have no special effectiveness against her - though unseelie magic does retain its normal reduction of toughness level.)
-0 human guise
-1 fae tongue (Speech is speech; it matters little to Austris if she's speaking modern German or ancient Sumerian or whatever other language is needed at the time.)

-1 claws
-1 natural blades (uses weapons skill for attacks with claws)
-2 where does she keep them all? (Austris can conjure mundane bladed weapons as a free action, though they dissolve into ectoplasm not long after leaving her hands; this is a re-flavored "breath weapon" power.  Typically these weapons are obsidian, but she can also manage bronze, aluminum alloys, and a few other non-ferrous options.)
-1 lady of the searing edge (+2 weapon rating when making melee attacks against targets that aren't immune to fire.)
-1 paint the skies with blood (+1 weapons while flying)
   Notes: Austris typically fights in a dual-wielding style with a burning scimitar and claws; this offers her no game-mechanics advantage, but looks cool.
   Edit: looking over this again, I think she actually should get a dual-wield stunt.  This would explicitly apply before "lady of the searing edge", though; the stunt would let her attack at weapon: 5.  (Two base - for either claws or scimitar, +1 from dual-wield, +2 fire damage from her custom power.)  The reason for this is simple: as I originally statted her, she's better off using greater glamours to conjure up a two handed weapon of some sort (spear, greatsword, whatever) and using that at weapon 5 (3 base for a two handed weapon, +2 fire damage from her custom power).

-4 greater glamours  (Note that this can easily see use in preparing for social combat, with maneuvers like "distracting appearance" or "perfect business suit".)
-4 seelie magic
-3 refinement (for more item slots)

Skills:
+7: weapons, presence
+6: alertness, athletics
+5: performance, deceit, rapport
+4: intimidation, lore, discipline
+3: endurance, conviction, empathy, contacts
+2: investigation, resources, stealth, might
+1: driving, burglary, scholarship, survival

Magic Items:
Crown of Flames: +3 control for offensive fire magic
  This is a thin golden circlet wreathed in tendrils of steady blue-white flame.

Obsidian-Edged Girdle: +3 power for offensive fire magic
  A belt made from interlocking slivers of volcanic glass; daggerlike protrusions extend artfully both up and down.  For a human, wearing such a belt against bare skin would inevitably end in a trip to a hospital; for Austris, the sharpened edges are merely a fashion statement.

Golden Silk Shawl: defensive enchanted item (one slot); functions as block 4 or armor 2 for one exchange

3x Potion Slot: most often used for social maneuvers (power 4), typically in the form of subtle mood-altering perfumes.

Smoke-Plated Armor: defensive enchanted item (four slots); functions to upgrade the shawl's defense to block 8 or armor 4.  It also provides a full-time armor 2 just from its base construction; it's the fae equivalent of a bulletproof vest.  Austris does not wear it unless she expects to be going into combat, though, unlike the rest of her items.

Rotes:
Fanning the Fires: A primarily social maneuver to place an aspect of "Burning Passions" on a single target - though this could also see use in physical combat to make a foe overreach themselves, or an ally fight with their full fury.  Power 6, typically resisted by discipline, costs one mental stress to cast.

Gale Winds: A blast of hot, dry, air hits the target like a hammer blow; treat as a might result of 4 for attempting to move whatever the wind is directed at; in some unusual cases (such as if the target is in front of a cliff edge or other dangerous location) this may instead be treated as a simple weapon: 4 attack rote.  Costs two mental stress.

The World In Flames: Sets fire to a wide area, applying a simple zone-wide aspect of "on fire"; this aspect is magically maintained for two exchanges, though it can last past that if there are flammable materials present.  Costs one mental stress.

Searing Vortex: Calls up a miniature fiery tornado, burning and trapping one target.  Casting this spell requires an invoke-for-effect on a pre-existing aspect indicating that either the target or the zone they are in is on fire (as per normal grapple rules - you can't initiate a grapple without a tag on an appropriate aspect).  Power 6, lasts two exchanges, costs two mental stress.
Title: Re: Generic NPCs
Post by: ways and means on August 21, 2011, 03:27:20 PM
Name: Nero
High Concept: Composite of the Dead
Trouble: A millions minds rage.
Creation of War, Enemy of Authority, Eternal Hatred, No ones Servant, Bound twice never again

Powers
Consumption Curve [-2] - Enemies who you take out can be consumed and there powers  memories and skills can be used. Eating an enemy causes a free recovery period once per scene and anything a consumed enemy knows Nero now knows.

Modular Abilities [-50]

True Shape Shifting [-4]
True Mind Shifting [-4]: You can change your mind and skills as will being a composite entity.

Physical and Mental Immunity [-16]
Catch: +0 True Love

Skills:
100 skill points. Cap Legendary

Description
Nero was the creation of War when millions of people were killed in the slaughter fields of the first world war the areas became saturated with shadows and ghosts and these echoes grew thicker and thicker to the point that the attained a life of there own. One ghost may not be powerful but millions united in rage and sorrow slowly congealed into a being of great power a primordial a power not seen in the world since the old ones Nero. Nero feeds on war the chemicals, the bodies and most importantly the emotions. Being a composite of many men's ghosts, nightmares and despairs Nero does not need skills anything one of the ghost that are part of him could do he can do.     
Title: Re: Generic NPCs
Post by: Sanctaphrax on August 21, 2011, 06:25:23 PM
@w+m: Who's Nero? What's his skill cap? And what is he going to spend 48 power points on?

Also, I don't understand Consumption Curve. What does it offer that Blood Drinker does not?

@wyvern: Solid. Should work nicely.

Some stunts and such look a bit sketchy, but it really does not matter.

She's actually surprisingly similar in some ways to Lepid's father. I may decide that there is a connection there.

I think you overestimate the Summer Lady and the Eldest Gruff. Austris seems to be in their ballpark, roughly speaking.

Hm. With the number of powerful Summer fey running around in EtA, I may need to decide definitively what Titania's inner circle consists of.

She has 77 skill points, which is rather a lot. I may reduce her skills a little when I use her.

Good job balancing her against the PCs.

The tag for Searing Vortex isn't necessary. It totally should be, but it probably isn't.
Title: Re: Generic NPCs
Post by: ways and means on August 21, 2011, 08:06:45 PM
Consumption Curve with all of the other powers allows Nero to basically become anyone he consumes, personality, memories, powers and all.

Nero is in my increasingly deviating from DF universe the ultimate god of War who has consumed most of the other gods on earth, Odin etc and is a power akin to the old ones. He is meant to be Arch Angel powerful and because of his ability to consume anything that gets in his way could become much more powerful.   

Oh he is also a stated plot device in that he can have any power he want and any skill he wants up to ludicrous levels and is utterly impossible to negotiate with a giant primordial wrecking ball.
Title: Re: Generic NPCs
Post by: Sanctaphrax on August 22, 2011, 02:27:55 AM
2 refresh probably isn't enough for that.

I approve of the effort to stat a plot device, but I'm not sure this works. This game really doesn't support a godly power level, although it probably could with a little bit of tweaking.
Title: Re: Generic NPCs
Post by: wyvern on August 22, 2011, 03:46:33 AM
@wyvern: Solid. Should work nicely.

Good job balancing her against the PCs.
Thanks!

Some stunts and such look a bit sketchy, but it really does not matter.
That's because some of the "stunts" are actually custom powers - specifically fae tongue and lady of the searing edge.  The latter is there as a sort of a half-of-inhuman-strength thing; she really needed a higher weapon rating, but didn't deserve to have an actual strength power.  It's one of those works-in-context things that I wouldn't allow a PC to take on top of strength powers or other weapon rating boosts.  (That's also why I didn't give her the dual-wielding stunt; the searing edge power covers the same niche and they really shouldn't be able to stack.)

She's actually surprisingly similar in some ways to Lepid's father. I may decide that there is a connection there.
You're welcome to add whatever connections you like; that sounds like a great option for filling in the aspect I left blank.

I think you overestimate the Summer Lady and the Eldest Gruff. Austris seems to be in their ballpark, roughly speaking.
Perhaps.  But Eldest Gruff casually one-shot a combat-oriented denarian.  Austris... could probably kill one with a fire spell, but it'd cost her most of her consequences and probably some sponsor debt to boot; she'd need quite a bit more power to be able to do that casually.  Still, I could see her being behind them by a mere 10-ish refresh spent on evocation / thaumaturgy / refinement, if that's how you choose to stat those NPCs.
Hm.  If you wanted to scale her down without trivializing encounters with her, you might consider giving her a few particularly competent minions (other than Johann).  Then again, she'll need minions anyway if she's going to pose a credible conflict for the party in any sort of more-than-one-at-a-time situation...

She has 77 skill points, which is rather a lot. I may reduce her skills a little when I use her.
Yes, lots of skill points; I just picked numbers that looked right without paying much attention to the total.  I'd actually considered making a second pass through to drop some of those down and take stunts instead - to give her a bit more focus and less general ability - but, er, decided that was more work than I felt like doing at the time.

The tag for Searing Vortex isn't necessary. It totally should be, but it probably isn't.
Searing Vortex is a grapple.  A grapple should require a tag, imo, even if it's being done with magic.  If it doesn't, then World In Flames should probably be replaced with something else (perhaps a generic fire attack spell); the only reason I gave her that rote is to make sure she can use Searing Vortex.  Because, well, burning tornado; that's just such an awesome visual effect; had to make sure she'd be able to use it.
Title: Re: Generic NPCs
Post by: Sanctaphrax on August 22, 2011, 04:11:46 AM
The stunts as powers make sense. Actually, Faerie Tongue should probably go onto the master list. Needs a new name for that, though. Do you mind?

Eldest Gruff is undoubtedly a better fighter, but he probably actually has fewer skill points. Outside of combat, Austris would likely match or beat him at many things.

As for the grapples:

http://www.jimbutcheronline.com/bb/index.php/topic,22465.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,22465.0.html)
Title: Re: Generic NPCs
Post by: wyvern on August 22, 2011, 04:28:22 AM
The stunts as powers make sense. Actually, Faerie Tongue should probably go onto the master list. Needs a new name for that, though. Do you mind?
Be my guest;  I gave it to Austris because she needed more languages than her scholarship skill would give her - and I couldn't justify a higher scholarship in terms of who she was (or make it fit into the skill stack, either.)  Plus - minor Changes spoiler:
(click to show/hide)

As for the grapples:

http://www.jimbutcheronline.com/bb/index.php/topic,22465.0.html (http://www.jimbutcheronline.com/bb/index.php/topic,22465.0.html)
Hm.  Well... I think it ought to have the tag required.  If it doesn't need it as a tag-for-effect, then perhaps utilize it to boost the block strength or make the spell zone-wide or somesuch, akin to the "Grasping Branches" example on YS294?
Title: Re: Generic NPCs
Post by: ways and means on August 31, 2011, 10:06:35 PM
High Concept: Half-Crazed Drunk Airship Captain
Trouble: Making ends meet
Aspects: Fearless Pilot, Estranged Farther, Veteran of the Last War, Unforgiving Captain, Last of my old unit.

Skills:
+5: Piloting/Driving, Fists
+4: Guns, Endurance
+3: Might, Survival
+2: Presence, Mechanics/Craftsmanship   
+1: Empathy, Resources, Contacts, Scholarship, Weapons

Pure Mortal +2
Sky Ship Buyer: Count Resources at +2 when buying ship parts and vessels
I know every rivet: +3 to mechanics rolls on his Sky Ship.
Footwork (fists)
Pistol Marksman (guns) - +1 accuracy when firing a pistol
Shatter points (guns): +2 weapons rating when tagging an aimed aspect.   
Fair Weather or foul: +2 to piloting rolls in storms.
Drunken Fighter: This reduces any of the penalties from being drunk in battle by 2.

Refresh Adjust -5
 
     
Title: Re: Generic NPCs
Post by: Sanctaphrax on September 01, 2011, 02:16:43 AM
I like him, even if he's questionably generic. (Let's be honest, I've posted less generic characters here. I have no right to point fingers.)

Might steal some of those stunts for the master list, if you don't mind.
Title: Re: Generic NPCs
Post by: ways and means on September 01, 2011, 02:19:48 AM
Don't mind at all.
Title: Re: Generic NPCs
Post by: Theodore Rockwell on September 03, 2011, 12:34:52 AM
are you still taking requests?  I just finished and really like all of these.  I dont think I saw a were gator anywhere, and I could use one to round out my New Orleans game.
Title: Re: Generic NPCs
Post by: Sanctaphrax on September 03, 2011, 03:23:50 AM
I'm still taking requests. I'm always taking requests.

Were-gator will go up after I consult wikipedia and the DFRPG Bestiary for advice.
Title: Re: Generic NPCs
Post by: Sanctaphrax on September 03, 2011, 03:42:29 AM
After some thought, I decided not to go with Hulking Size. It would mess with the Stealth aspect of the gator, which is its big trick.

This guy's human-form stats are up to you.

He also has room for another stunt. A bonus to attacks, grappling, or aquatic stealth would seem appropriate. Or you could go with an unknown catch, since there are people who dislike the one I'm using here.

Weregator (Chest Deep)

High Concept: Weregator
Other Aspects: Semi-Aquatic, Death Roll, Just A Log
Skills:
Great: Fists, Might, Stealth
Good: Endurance, Athletics, Intimidation
Fair: Alertness, Discipline, Survival
Average: Presence, Conviction, Investigation
Powers:
Echoes Of The Beast (Crocodile) [-1] (+1 Stealth while in water)
Beast Change [-1]
Human Form [+1] affecting:
Claws [-1]
Aquatic [-1]
Inhuman Strength [-2]
Inhuman Toughness [-2]
The Catch (massive trauma) [+1]
Total Refresh Cost:
-6
Refresh Total:
2
Title: Re: Generic NPCs
Post by: Silverblaze on September 03, 2011, 05:42:28 AM
I vote for this stunt:

Fear the Death Roll: +2 to grapples whilst underwater.  inflict an ( as in 1; singular) additional stress if said grapple has been applied by your maw.

I just noticed that aspect... um...they'd be sick if stacked... maybe my idea isn't so good...sorry.
Title: Re: Generic NPCs
Post by: Sanctaphrax on September 03, 2011, 10:35:44 PM
Looks like a good idea. I wouldn't worry too much about the aspect stacking with the stunt, personally, because the aspect is just an excuse for FP spending.

Though I think the stunt might be a little too powerful as-is. Maybe something like:

Death Roll (Might): While underwater in beast form, you get a +1 bonus to maintain grapples and inflict 1 extra stress when using a supplemental action to inflict stress in a grapple.

That's basically two stunts rolled together and given some extra restrictions.
Title: Re: Generic NPCs
Post by: Belial666 on September 08, 2011, 09:44:39 AM

DARKSEID
(http://images-mediawiki-sites.thefullwiki.org/02/2/3/4/06874821252546203.jpg)

High Concept: Lord of Apokolips
Other Aspects:  Dimensional Tyrant, A God Am I, Evil Beyond Measure, And The Skies Shall Rain Fire, Obsessed With The Secrets Of The Universe
Skills:
+8 Conviction, Intimidate, Resources
+7 Endurance, Might, Weapons
+6 Athletics, Discipline, Alertness
+5 Lore, Presence, Scholarship, Deceit
+4 Empathy, Rapport, Contacts, Guns
All other skills default to Good
Powers/Stunts:
[-8] Titanic Strength (+8 attack stress, +4 grapple, +6 grapple stress, +20 lifting/breaking)
[-6] Omega Beams - damage as per thrown weapon with base w4, unlimited range and True Aim
[-6] Homing - Darkseid's Omega Beams can bend in any direction, around barriers and follow targets around. As long as there is an unblocked path between Darkseid and the victim, however twisted, unlikely or indirect, the Omega Beams ignore intervening barriers. In addition, if the Omega Beams miss and Darkseid maintains line of sight, he can spend a supplemental action every round to have them attack again and again until they hit. Darkseid may direct up to 3 beams at any given round, including that round's normal attack in that total.
[-2] Unstoppable - Darkseid's Omega Beams treat toughness powers as one grade lower; immunity to mythic, mythic to supernatural, supernatural to inhuman and inhuman is ignored. This does mean they can harm otherwise invulnerable targets normally.
[-4] Omega Sanction - a character taken out by the Omega Beams is normally obliterated. However, Darkseid may select any other takeout effect in keeping with his nature - such as banishing targets to prison planets or nightmare dimensions, warping them, casting them to a lifeless void and so on.
[-1] Reversible - Darkseid may reverse any previous effects of the Omega Beams, including the normally lethal ones such as annihilation, regardless of the current location or status of the victim.
[-2] Omega Blast - Darkseid can hit a zone without penalties with his Omega Beams but loses the Homing Effect.
       For every -2 penalty to attack, he can hit an additional zone.
[-1] Swing for the Fences
[-6] Mythic Stoicism - as per Mythic Toughness, but for mental effects.
[-6] Mythic Toughness (unknown catch)
[-8] Physical Immunity
[+1] Stacked catch: extra toughness. Darkseid has 8 more stress boxes and 4 more armor rather than true immunity.
[-6] Mythic Resilience: +3 to all defense rolls.
[-3] Senses - Darkeid can see anywhere in his Domain if he so desires. He can also project an astral presence of himself to perceive distant places beyond his domain as if standing there - even to other planets or dimensions.
[-1] Domain: Apokolips
[-1] Power of Tyranny - may use Intimidate to inspire or guide followers instead of Presence
[-2] Overpowering Will - may use Conviction instead of Rapport to persuade others. Darkseid gets a +2 bonus to such rolls.
Title: Re: Generic NPCs
Post by: Silverblaze on September 08, 2011, 03:42:06 PM
DARKSEID
(http://images-mediawiki-sites.thefullwiki.org/02/2/3/4/06874821252546203.jpg)

High Concept: Lord of Apokolips
Other Aspects:  Dimensional Tyrant, A God Am I, Evil Beyond Measure, And The Skies Shall Rain Fire, Obsessed With The Secrets Of The Universe
Skills:
+8 Conviction, Intimidate, Resources
+7 Endurance, Might, Weapons
+6 Athletics, Discipline, Alertness
+5 Lore, Presence, Scholarship, Deceit
+4 Empathy, Rapport, Contacts, Guns
All other skills default to Good
Powers/Stunts:
[-8] Titanic Strength (+8 attack stress, +4 grapple, +6 grapple stress, +20 lifting/breaking)
[-6] Omega Beams - damage as per thrown weapon with base w4, unlimited range and True Aim
[-6] Homing - Darkseid's Omega Beams can bend in any direction, around barriers and follow targets around. As long as there is an unblocked path between Darkseid and the victim, however twisted, unlikely or indirect, the Omega Beams ignore intervening barriers. In addition, if the Omega Beams miss and Darkseid maintains line of sight, he can spend a supplemental action every round to have them attack again and again until they hit. Darkseid may direct up to 3 beams at any given round, including that round's normal attack in that total.
[-2] Unstoppable - Darkseid's Omega Beams treat toughness powers as one grade lower; immunity to mythic, mythic to supernatural, supernatural to inhuman and inhuman is ignored. This does mean they can harm otherwise invulnerable targets normally.
[-4] Omega Sanction - a character taken out by the Omega Beams is normally obliterated. However, Darkseid may select any other takeout effect in keeping with his nature - such as banishing targets to prison planets or nightmare dimensions, warping them, casting them to a lifeless void and so on.
[-1] Reversible - Darkseid may reverse any previous effects of the Omega Beams, including the normally lethal ones such as annihilation, regardless of the current location or status of the victim.
[-2] Omega Blast - Darkseid can hit a zone without penalties with his Omega Beams but loses the Homing Effect.
       For every -2 penalty to attack, he can hit an additional zone.
[-1] Swing for the Fences
[-6] Mythic Stoicism - as per Mythic Toughness, but for mental effects.
[-6] Mythic Toughness (unknown catch)
[-8] Physical Immunity
[+1] Stacked catch: extra toughness. Darkseid has 8 more stress boxes and 4 more armor rather than true immunity.
[-6] Mythic Resilience: +3 to all defense rolls.
[-3] Senses - Darkeid can see anywhere in his Domain if he so desires. He can also project an astral presence of himself to perceive distant places beyond his domain as if standing there - even to other planets or dimensions.
[-1] Domain: Apokolips
[-1] Power of Tyranny - may use Intimidate to inspire or guide followers instead of Presence
[-2] Overpowering Will - may use Conviction instead of Rapport to persuade others. Darkseid gets a +2 bonus to such rolls.

Probably accurate, or as close as you can get with this sytem.
(click to show/hide)
 
So... it might be giving him too much credit.  Or both those cases could be a case of narrative might via author granting the ability to win to anyone so long as they are written to win.
Title: Re: Generic NPCs
Post by: Belial666 on September 08, 2011, 04:27:56 PM
It should be noted that while I gave Darkseid 62 refresh in powers and Superman only 41, they both have a refresh level of 42 and their offensive skills are at similar levels. Darkseid always wins in his initial fights with Superman, after all. However, Kal-El racks up lots of fate points over the course of such stories so when it's the time to face Darkseid again, he has 20-something of them (comics stories have a crapload of complications), making up the refresh difference long enough to narrowly beat him.
Also, Superman is powerful enough to never use Fate Points with lesser opponents in his stories or risk killing them. When the time comes to face huge threats, he gives the World-Of-Cardboard speech and then he does use the crapload of FPs he's gathered to "unleash his full power".

As for Batman, is anyone surprised that he did have a bullet satisfying Darkseid's catch?  ::)
Title: Re: Generic NPCs
Post by: polkaneverdies on September 08, 2011, 06:33:32 PM
Belial it is nice to have you back. The boards just aren't as exciting without the prospect of coming across one of your jaw dropping writeups.
Title: Re: Generic NPCs
Post by: Belial666 on September 08, 2011, 08:45:30 PM
Thanks, guys. One of the reasons I do those writeups in the first place is so others can see them. After all, I won't get to play them in a game. Not unless it is some kind of god game or something.
Title: Re: Generic NPCs
Post by: Sanctaphrax on September 08, 2011, 08:55:23 PM
What polka said.

I do a lot of character-making, and like most things making characters is more fun when one isn't doing it alone.

Just two nitpicks:

1. Omega Sanction seems overpriced. It's useful, but I don't think it's 4 refresh of useful.
2. Is Domain the same as Demesne?
Title: Re: Generic NPCs
Post by: Silverblaze on September 08, 2011, 09:22:12 PM
It should be noted that while I gave Darkseid 62 refresh in powers and Superman only 41, they both have a refresh level of 42 and their offensive skills are at similar levels. Darkseid always wins in his initial fights with Superman, after all. However, Kal-El racks up lots of fate points over the course of such stories so when it's the time to face Darkseid again, he has 20-something of them (comics stories have a crapload of complications), making up the refresh difference long enough to narrowly beat him.
Also, Superman is powerful enough to never use Fate Points with lesser opponents in his stories or risk killing them. When the time comes to face huge threats, he gives the World-Of-Cardboard speech and then he does use the crapload of FPs he's gathered to "unleash his full power".

As for Batman, is anyone surprised that he did have a bullet satisfying Darkseid's catch?  ::)

Fair enough.

As for batman.  He is the godammed batman afterall.  Who else could/would have had the catch.  A good read explaining how batman always has the catch on hand is the story JLA: Tower of Babel.   Seriously, everyone read this.
Title: Re: Generic NPCs
Post by: Belial666 on September 08, 2011, 10:45:45 PM
1) Omega Sanction is fairly useful. Not only it can be used offensively to cause effects other than damage but it also has utility. I.e. Darkseid uses it on some minion he wants to teleport where it would be useful rather than kill an enemy - even target himself, not bother rolling defense, and not take consequences so he is "taken out" and teleported where he wants to go. So I priced as -1 refresh for extra effect type (as per the "extra emotion" upgrade) plus another -3 for an improved version of Worldwalker.

2) Domain gives the same benefit as Demense. However, it is natural, not supernatural. I.e. Darkseid doesn't control reality on Apokolips. But he can order just about anything built and he's had countless millennia to plan and build for almost any contingency
Title: Re: Generic NPCs
Post by: Sanctaphrax on September 09, 2011, 02:21:58 AM
1. I guess it might even be a bit underpriced, then.

You may want to make that function clear. The writeup makes it look like all possible effects of being taken out are awful. I totally missed the travel utility.

2. Sounds cool.
Title: Re: Generic NPCs
Post by: JayTee on September 09, 2011, 02:50:57 AM
A request, but would someone be willing to stat up Paul Atreides?
Title: Re: Generic NPCs
Post by: Belial666 on September 09, 2011, 06:55:22 AM
Taken as a single ability (which is how it is used anyway), the Omega Effect costs a whopping total of 21 points, not counting the bonus damage from titanic strength. (with it the cost becomes 29) You need to account for all that it does to consider whether it is overpriced or underpriced - but I think the price is right;

1) Damage 12 at attack +8
2) Can harm invulnerable targets and degrades toughness
3) Area-effect capable.
4) Multiple-effect capable.
5) Ignores many barriers and eventually will hit almost any target.
6) Alternate-effect capable, though not as much as magic.
7) Reversible
Title: Re: Generic NPCs
Post by: Sanctaphrax on September 09, 2011, 07:17:54 PM
I guess so...

It's hard to judge a 21 refresh power. There's not much to compare it with, except for hyper-refined spellcasting.
Title: Re: Generic NPCs
Post by: Sanctaphrax on September 09, 2011, 07:34:02 PM
I can take a shot at Paul Atreides, I suppose.

Just remind me what he can do.
Title: Re: Generic NPCs
Post by: JayTee on September 09, 2011, 08:18:38 PM
I can take a shot at Paul Atreides, I suppose.

Just remind me what he can do.

Its probably better if I let the Dune Wiki speak for me, I can't really do it justice.

What he can do: Bene Gesserit Abilities (http://dune.wikia.com/wiki/Bene_Gesserit_Training)

For the tl;dr version, its basically self-control taken to the Nth degree.

See? Told you I couldn't do it justice.
Title: Re: Generic NPCs
Post by: Sanctaphrax on September 09, 2011, 09:43:42 PM
What does he have beyond Bene Gesserit stuff?

He can see the future, right? And he's a really badass swordsman. And he's either a noble or a Fremen leader or Emperor Of The Galaxy (is it the galaxy?) depending on time period. But beyond that I'm not sure.
Title: Re: Generic NPCs
Post by: JayTee on September 09, 2011, 10:27:48 PM
Thats more or less him in a nutshell. Its been so long since I've read the books that i've forgotten a lot of the details, however I do remember that two things he tired to do is to use his foresight to plan out a path for humanity that saves them. The second thing he tired to do (during his years as The Preacher) is warn them away form hero-worship and to get them to think for themselves.

I would have to read the series again in order to give you better information, sorry I can't be of more help than this.
Title: Re: Generic NPCs
Post by: Sanctaphrax on September 11, 2011, 05:43:06 AM
Alright, I'll try. Don't expect much.
Title: Re: Generic NPCs
Post by: Belial666 on September 11, 2011, 09:34:07 PM
Here's a character I've been considering for "Enduring the Apocalypse" before settling on Elena, the Dark Path Sorceress. No, Linda is totally not supergirl. Can't you see their power origins are totally different? Nevermind how similar they are or where I got the picture from.  :P

Quote
LINDA WARREN
(http://i382.photobucket.com/albums/oo261/8-2-B-4-9-5/HowCanYouHateAFaceThisCute.jpg)

While Linda's exact parentage is uncertain, it is clear she is the spawn of an extremely powerful entity, perhaps a Fallen, Old God or Lord of the Nevernever. All of sixteen, she is easily as strong as a mack truck, fast as a sports bike and tough as a tank. By focusing for a few moments, she can create a thin film of energy around herself that looks like semi-transparent mercury that enables her to fly and significantly enhances her toughness. What she'll become as she grows into her powers remains to be seen.
Whether due to influence from her bloodline, changes from her own developing powers or her own personality, Linda is bold to the point of foolhardiness and believes she can take on anything the newly-discovered (for her) supernatural world has to offer. Such an attitude when all you know of the supernatural comes from comic books (mainly the Supergirl and Batgirl series) is bound to be unhealthy, eventually.
Speaking of comics, Linda is a huge fan. As soon as her first abilities begun emerging at age seven - enhanced speed and resilience - she subscribed in as many series as her allowance allowed and has followed them since. She often brings up comicbook "facts" about supernaturals she encounters and attempts to use them as real. Hilarity often ensues. True to comics lore, she keeps her "secret identity" and hides her real powers but, being a teenager, is not above using a bit of superhuman ability to "show those b!(#es who's boss"; she used her more than human agility to enter her school's soccer team and win them a few games purely for the popularity gain and she often uses her superhuman resilience and endurance to party all night long and down ridiculous amounts of illegal drinks - not that she can get drunk on mundane alcohol with her physiology but it's still cool.
This "coolness" is enhanced by natural great looks and a cuteness only surpassed by the blonde girl's tendency to introduce child molesters to her fist.
Linda's coming of age party at sixteen was as wild and full of guests (and party-crashers) as usual. That nobody saw an extra present being added amid the chaos was natural, so no-one could tell who left the gift-wrapped package weighing nearly forty pounds. The dull grey, full-metal pair of spiked gauntlets inside fit Linda as if made specifically for her, and while the unruly blonde didn't dig the color or the medieval looks, once she realized they were a powerful magical gift from an unknown admirer, she couldn't wait to try them out. In the six months since, Linda has attempted to track down the gauntlets' origin but has only managed to tentatively link them to some really ancient Minoan artifacts over four millennia old and supposedly forged by Hephaestus, the greek god of fire and metalcraft.

High Concept: Teenage Nephilim  Trouble: We Can Totally Take Them!
Other Aspects: Bearer Of The Hands Of Talos, Comicbook Supergeek, How Can You Hate A Face This Cute, Wild-Mannered Highschooler
Skills:
+6 Athletics, Fists
+5 Rapport, Endurance
+4 Presence, Discipline
+3 Conviction, Empathy, Might
+2 Alertness, Deceit, Scholarship
+1 Investigation, Survival, Stealth
Powers/Stunts:
[-1] The Hands of Talos
... It is What It Is: heavy spiked gauntlets of meteoric iron. Weapon rating equal to base might, max 3.
... One-Time Discount: +2
... Indestructible
... Hephaestus-Forged Weaponry: as per True Aim
... Might Of Talos: raise wielder's strength by 1 step (normal to inhuman, inhuman to supernatural, supernatural to mythic, mythic to legendary)
[-4] Supernatural Strength
[-4] Supernatural Speed
[-4] Mythic Toughness (catch is True Faith)
[+0] Inhuman Constitution: unaging and total recovery
[+1] Human Form, modifying the following;
[-1] Flight (unearthly glow instead of wings)
[-4] Physical Immunity; half damage
Title: Re: Generic NPCs
Post by: ways and means on September 14, 2011, 02:58:56 PM
Powerful Demonic Swordsman

High Concept: Powerful Demonic Swordsman
Other Aspects: Unrelenting Killer, Friends on the other side, A cut above

Skill:
5:Weapons, Athletics
4:Discipline, Might
3:Conviction, Endurance
2:,Alertness Lore, Presence
1:Survival, Contacts, Intimidate, Stealth, Scholarship

Powers:

Supernatural Toughness [-4]
Inhuman Recovery [-2]
True Faith Catch [+2]
Inhuman Strength [-2]
Inhuman Speed [-2]

Blood Sword [-1]
A massive 6ft long sword only wieldable by someone inhumanly strong Weapons 5  [+2 obvious item of power]
True Strike  [-1]
Blood Drinker [-1]
Profane Guardian (sacred guardian re-skinned) [-1]

Stunts:
Massive Sword Specialist (weapons): +1 accuracy when wielding weapons which are too big for normal humans
Cleave (weapons):You can wield wield massive 2 handed sword with extreme power add +2 damage with Massive 2 handed Swords after a successful hit. 

Refresh total (-1)


Title: Re: Generic NPCs
Post by: Silverblaze on September 14, 2011, 10:54:53 PM
You don't have a problem with a character having two stunts that do the same thing?

+2 weapons with large weapons

+1 weapons with large weapons

Title: Re: Generic NPCs
Post by: ways and means on September 14, 2011, 11:01:37 PM
One of them adds to accuracy (to hit) the other to the weapons rating (after hit) so they aren't the same.
Title: Re: Generic NPCs
Post by: Belial666 on September 14, 2011, 11:24:28 PM
Is the 6-ft sword weapon 5 before or after the bonus from the stunt? (not counting strength bonus here) Because weapon 5 is being hit by a speeding truck or a rocket from a LAW.
Title: Re: Generic NPCs
Post by: Sanctaphrax on September 15, 2011, 02:08:44 AM
Looks good, assuming that the weapon 5 is after the stunt.

Not a big fan of Sacred Guardian, but it's in OW...
Title: Re: Generic NPCs
Post by: ways and means on September 15, 2011, 02:10:13 AM
Its a blade that ways half a tonne so it was either going to be weapons 4-5 I went with 5.
Title: Re: Generic NPCs
Post by: Sanctaphrax on September 15, 2011, 02:16:16 AM
I'd say that a half-ton blade is weapon 3-4, not 4-5. But that's kind of a judgement call.

And isn't half a ton rather a lot for a guy with a lifting strength of 7? Are you sure he can carry that thing?
Title: Re: Generic NPCs
Post by: ways and means on September 15, 2011, 02:38:31 AM
No he can't after checking wow strength power passive bonus isn't as impressive as Belial made it out to be when actually reading the tables. Though I overestimated how much even a 6ft blade would weigh even a guts sword would probably weigh a max of 100 kilos (easily lift-able at 7), probably it would only merit weapons 4 though.
Title: Re: Generic NPCs
Post by: Belial666 on September 15, 2011, 10:52:53 AM
Inhuman Strength only gives a +3. Supernatural gives a +6 and Mythic gives a +12. The bonus isn't as impressive because it's only first tier. As for how big a weapon you can fight with, I'd say Lifting-2. Most people who can lift 200 pounds fight with weapons of about 6 pounds.

Do note that a 6-ft-long, 1 inch thick steel rod weighs 18 pounds (about 9 kilos). For a sword to weigh 100 kilos with a blade that is still sharp (and thus 3 mm thick at most), it needs to be 6 meters (18 feet) long, 60 centimetres (2 feet) wide. That gives the blade a weight of 80 kilos, with another 30-40 kilos for the grip.
Title: Re: Generic NPCs
Post by: The Mighty Buzzard on September 30, 2011, 07:51:19 PM
Up to Feb 2011 so far.  Turtlethrope Hermit?  No more DBZ for you!
Title: Re: Generic NPCs
Post by: The Mighty Buzzard on September 30, 2011, 08:27:22 PM
Ok, have all the npcs that follow the Official Sanctaphrax Template(TM) gathered up into one file.  The others I can't be arsed to convert at the moment.  I'll post a link once I write a script to get them all sorted to depth, mortal/supernatural, and alphanumerically.
Title: Re: Generic NPCs
Post by: Sanctaphrax on September 30, 2011, 10:43:37 PM
Yay! Progress! Thank you, Margrave!

I actually didn't have DBZ in mind when I wrote the hermit...but I suppose it could have been subconscious.

PS: The Official Sanctaphrax Template(TM) is awesome. Everyone should use it. I don't normally like to brag, but you would not believe the amount of time it's saved me. And it looks pretty professional too. So...yeah. I'm pretty proud of my template.
PPS: Like a lot of what I've made, the template is heavily inspired by DeadManWalking's work. Credit where it's due, and all.
Title: Re: Generic NPCs
Post by: The Mighty Buzzard on October 01, 2011, 01:08:15 AM
Sorted first into depth, then into pure mortal/supernatural, then alphanumerically.  Just plaintext for the moment.  If you have some kind of markup you'd like applied, like for say cutting and pasting into the wiki, let me know.

This is not a finished product by any means.  At any time it is likely to become empty, filled with the letter Q, change into the writings of a Lovecraftian horror that will drive you insane simply by reading the first half page, or worse.

http://dl.dropbox.com/u/39806406/genericnpcdump-sorted.txt
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 01, 2011, 03:30:50 AM
Wow. That's a lot of NPCs. I didn't realize how many I had written until now.

If you're thinking of changing the formatting, I suggest you just imitate this thread. Name in bold, subheadings underlined, refresh cost and refresh remaining on separate lines from their headings.

Anyway, thanks again. With this, updating the character section on the wiki will be much much faster.

Once these go on the wiki, it'll be necessary to apply all kinds of tags. But this probably isn't the time for that.
Title: Re: Generic NPCs
Post by: The Mighty Buzzard on October 01, 2011, 04:17:47 AM
Easy peasy on formatting for pasting to the board.  I'll just have to add one line to one spot in the script and rerun it.  Probably tomorrow since I've been productive enough for today.

Suggestion, add Notes: and Variations: sections to the template just above the refresh fields so anything worth saying can go in the template itself rather than above or below it.  If you do, I can have the script go and retroactively add empty ones to all the entries so far.

Let me know when you get an entry up on the wiki that you're happy with the formatting on and I'll write in an option to output that format too.
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 02, 2011, 03:01:33 AM
Not sure exactly what you mean. What would you envision being in the "notes" and "variations" sections?

Will go to the wiki to find a good entry now.

EDIT: The wiki entries all have the same formatting, which makes sense since I used a template to make them. Here's one that will serve as an example:

http://dfrpg-resources.wikispaces.com/NPC%20Generic%20Demon%20Lord (http://dfrpg-resources.wikispaces.com/NPC%20Generic%20Demon%20Lord)
Title: Re: Generic NPCs
Post by: The Mighty Buzzard on October 02, 2011, 06:51:08 AM
Notes: anything you'd normally write above or below the template describing or clarifying.

Variations: small changes that could optionally make it a somewhat different beastie but don't warrant an entire separate entry.  like one or two differences each for earth, air, and fire variants of a water fae.

Ugh, just noticed the wiki is all ajax and gui'd up on editing.  Guess I won't be writing a script to automagically post them;  learning a new api for every site on the net is a huge pain.  Ajax can bite my shiny metal ass.

I'll let you know when I've got something ready for copying and pasting directly into the wiki.  May be a few days before I find the time and motivation.
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 02, 2011, 07:05:33 AM
Aw, that's too bad. I like it when computers do the work.

Variations seems like a good idea, notes doesn't really.

Look at Richard Chilton's character writeups. It would be really awkward to fit one of those into the template. Too big, too complex.

Though a separate template for notes might be a good idea.

As for variations, I'm not really sure how to handle them. But I agree that a standardized way to include them would be a good idea.
Title: Re: Generic NPCs
Post by: The Mighty Buzzard on October 02, 2011, 12:29:51 PM
Makes sense.  I'll let someone else worry about the writeups then and just collect everything between the name and the refresh total lines.

As for how to handle variations, I'd say just go with plain old English prose.  Anything that takes more than a paragraph is deserving of its own template and anything less isn't worth worrying about standardizing.

Example

Water Sprite (Chest Deep)
...
Variations: This template could also be used for earth, air, and fire sprites.  Physical Immunity and Channeling should be changed to reflect the appropriate element.
Total Refresh Cost: -10
Refresh Total: -2
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 03, 2011, 02:20:38 AM
Hm. I dunno.

I'm also considering a slash-based method. See next post for an example.
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 03, 2011, 02:34:57 AM
How's this look?

Water Sprite/Air Sprite (Chest Deep)

High Concept: Water Sprite/Air Sprite
Other Aspects: Nature Spirit, Elemental Body, Childish And Playful, Friend To Sailors/-
Skills:
Great: Conviction, Discipline, Athletics/Endurance
Good: Endurance/Athletics, Survival, Stealth
Fair: Performance, Fists, Lore
Average: Alertness, Presence, Deceit
Powers:
Channeling (Water/Air) [-2]
Aquatic/Wings [-1]
Amorphous Form [-1]
Physical Immunity [-8]
The Catch (electricity/salt) [+2/+3]
Total Refresh Cost:
-10/-9
Refresh Total:
-2/-1

PS: I haven't forgotten about the request for Paul Atreides stats.
Title: Re: Generic NPCs
Post by: The Mighty Buzzard on October 03, 2011, 09:44:15 AM
Looks like it'd work for 2-4.  Any more than that and it's going to get increasingly hard to read.  That's not a bad thing though.  It should keep people from trying to cram too much into one template.
Title: Re: Generic NPCs
Post by: The Mighty Buzzard on October 16, 2011, 06:11:28 PM
After monkeying around with unnecessarily complicated perl data structures, I had a headdesk moment and decided to just stuff them all into a proper sql database.  You'd think having done this kind of thing for a living for decades, it wouldn't have taken me this long to come to that conclusion but there we are.

I'll see about having it wiki-friendly by Friday.  After that I may start work on creating a web front end for the database.  Be nice to be able to list out all of the Chest Deep + Supernatural + Have Power X + NOT having Catch (iron) + NOT spell caster.
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 16, 2011, 07:24:55 PM
I have no idea what most of what you just said means, but it sounds good.

And real searchability would be fantastic.

Looking forward to Friday.
Title: Re: Generic NPCs
Post by: The Mighty Buzzard on October 21, 2011, 02:14:52 AM
Mostly done.  Still have to write a bit that calculates the stress boxes and dumps it all into a wiki entry but I can get that written while I drink my "morning" coffee.  You have prefer having it output each entry into a separate file and stuffing all the files into a .zip or would you rather it be one big lump?  Me, I'd go separate files.  Unzip them all somewhere and delete them as you get them copied and pasted into the wiki so you don't have to deal with losing your place.

Oh, no guarantee they'll all come out perfect.  There're so many it'd be much easier to do any proofreading to catch uncommon errors as they're entered onto the wiki.  Think I have most of the bugs taken care of though.
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 21, 2011, 04:49:39 AM
They both sound fine.

If you think that separate files would be better, go with that.

I might actually get to use the unzipping program I downloaded last week.
Title: Re: Generic NPCs
Post by: The Mighty Buzzard on October 21, 2011, 11:43:04 PM
Everything I wanted to do done except for adding Toughness boxes.  Give these a check and if you're good with them I'll get to Toughness boxes Sunday.  Saturday is for abusing my players.

http://dl.dropbox.com/u/39806406/wikientries.zip
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 22, 2011, 02:45:49 AM
Looks good.

Final count: 214 NPCs.

Will start copying onto wiki tonight.

Hopefully, the *s will translate into appropriate formatting.

Fun fact: The more powerful the NPC, the larger the file. The Deep Ones are all 3-4KB.

Should probably copy the dropbox link into a few places too.
Title: Re: Generic NPCs
Post by: The Mighty Buzzard on October 22, 2011, 03:51:10 AM
Looks good.

Final count: 214 NPCs.

Will start copying onto wiki tonight.

Hopefully, the *s will translate into appropriate formatting.

Fun fact: The more powerful the NPC, the larger the file. The Deep Ones are all 3-4KB.

Should probably copy the dropbox link into a few places too.

Dropbox keeps previous version copies in case you accidentally break something.  It is my boon companion.

On editing the wiki... up where it says Save, hit the little down-arrow right next to the word and click WikiText Editor.  Lets you paste directly and the formatting should be correct.
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 22, 2011, 09:01:48 PM
Alright, I've copied two NPCs onto the wiki.

The Wizard Of The White Council and the Warden Of The White Council.

The Warden was copied using the Wiki text editor, the Wizard was copied without it. Hence the much better formatting on the Warden.

Will copy the rest onto the wiki over the next two days.

Might even erase the NPCs that are already there and replace them with the new ones for the sake of consistency in templating.
Title: Re: Generic NPCs
Post by: The Mighty Buzzard on October 23, 2011, 04:06:01 AM
Weird.  Looks like their parser needs as much work as mine then.  I'm still going to see about adding toughness stress boxes to the script tomorrow just because it bugs me.  When I get that done, I'll post an updated zip file. 

Stunts, not stats, that add extra consequences are too differently worded to script for without taking more time than doing it manually though, so that's where I'm leaving that.

EDIT: I read that entirely backwards the first time.  An afternoon and evening of abusing players then drinking will do that to you. 
Title: Re: Generic NPCs
Post by: The Mighty Buzzard on October 23, 2011, 07:09:25 PM
Ok, zip file is updated with toughness accounted for.  Same link.
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 24, 2011, 12:12:37 AM
Have posted a fair number of NPCs to the wiki.

It was mostly easy and effective, but there were a few hiccups.

1. The Ancient Sidhe Trickster had messed-up bolding because it had a ** in one of the stunt names.
2. Some of the stress tracks were incorrect.
3. The word "physical" was spelled "physycal" in the extra consequence notes on the stress tracks.
4. The Demonic Colossus seems to be missing from the folder.

Suggested changes:

1. Fix the spelling of "physical".
2. Add the Demonic Colossus.
3. Look over the stress-calculating algorithm.
4. Remove the "(s)" from the extra consequence notes. It is rarely justified.
5. Put the armour from Toughness in brackets, like the extra stress boxes.

I kinda wish I could do this stuff myself instead of dumping it on you, but I don't have access to the code that you're using.

Anyway, this will take longer than the two days I had planned.

Oh well. It's still a lot faster than I thought it would be before getting this document.
Title: Re: Generic NPCs
Post by: The Mighty Buzzard on October 24, 2011, 12:41:15 AM
I kinda wish I could do this stuff myself instead of dumping it on you, but I don't have access to the code that you're using.

Which is probably a good thing.  Ugly, hacked-together scripts are fine for personal use but it's embarrassing releasing them to the world like that.

Have posted a fair number of NPCs to the wiki.

It was mostly easy and effective, but there were a few hiccups.

1. The Ancient Sidhe Trickster had messed-up bolding because it had a ** in one of the stunt names.
2. Some of the stress tracks were incorrect.
3. The word "physical" was spelled "physycal" in the extra consequence notes on the stress tracks.
4. The Demonic Colossus seems to be missing from the folder.

Suggested changes:

1. Fix the spelling of "physical". Done
2. Add the Demonic Colossus.  Didn't have it in the list I'm pulling from and search results for it on the board returns no results.
3. Look over the stress-calculating algorithm. Will need an example to find out where the bug is.
4. Remove the "(s)" from the extra consequence notes. It is rarely justified. Done
5. Put the armour from Toughness in brackets, like the extra stress boxes. Done

Also fixed inconsistent spellings of demonic co-pilot to match YW.  Same link to the zip file.
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 24, 2011, 02:26:27 AM
You know, we had a great search function around here before the forum changeover. Not so much anymore.

Demonic Colossus (http://www.jimbutcheronline.com/bb/index.php/topic,21533.msg970101.html#msg970101)

Example of stress track error: The Wizard Of The White Council should have 4 mental stress boxes, but he's only got 2.
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 24, 2011, 03:57:19 AM
Two more things:

1. The Alchemist is listed as the lchemist.
2. In a few cases, only half of the powers are bolded.
Title: Re: Generic NPCs
Post by: The Mighty Buzzard on October 24, 2011, 05:25:16 AM
1. The Alchemist is listed as the lchemist. That's certainly odd... Ahh, I missed the 'A' when I was copying and pasting them for the source document.  Will be correct in future zips.
2. In a few cases, only half of the powers are bolded. They were probably formatted slightly differently. Even a minor change in formatting can break things. Point me to one and I'll see about kicking it until it stops doing that.

Demonic Colossus I'll add him when I get up and about tomorrow.

Example of stress track error: The Wizard Of The White Council should have 4 mental stress boxes, but he's only got 2. Going to debug it tomorrow. Can't see where the bug is tonight.

Eventually, once we get the formatting all uniform on everything, I'd like to tie all the stunts/powers/npcs together proper instead of using a string of quite ugly hacks.  Would drastically reduce the error rate on any future entries.  Pretty freaking huge job to get there though as you already know.
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 25, 2011, 12:43:34 AM
Yep, I well know how much work this is.

Anyway, I remember having bolding problems with the Revenants. It might have something to do with Belial using a different format for powers than me. Let me try one of his other creations...

Alright, posted his Stygian Acolyte. It has no bolding at all on the powers section. Don't ask me why. In case you're curious, it's here:

http://dfrpg-resources.wikispaces.com/NPC+Generic+Stygian+Acolyte (http://dfrpg-resources.wikispaces.com/NPC+Generic+Stygian+Acolyte)

I haven't edited it at all after copy-pasting.
Title: Re: Generic NPCs
Post by: The Mighty Buzzard on October 25, 2011, 03:25:22 PM
Hrm, since I didn't keep attribution for the individual NPCs, it'd likely end up being more work to detect which template they're using than just manually fixing them.  If you'd like, just drop me a daily list of the ones that come out significantly fubar and I'll go back through and fix them.

Makes me think it might be worth the time to write up a quick webpage that whoever can enter a character's data into and get back their npc formatted for both wiki and board pasting.

As for the other bugs, I'll get started on them sometime today.
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 25, 2011, 07:28:26 PM
Such a webpage would indeed be awesome.

I'll tell you when I run into formatting issues.
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 26, 2011, 12:39:51 AM
It's been a while since I actually posted a character to this thread...

Here's an old idea that I never went anywhere with.

As far as I remember, anyway. It is possible that I already wrote up and posted this guy.

Gunslinger (Feet In The Water)

High Concept: Gunslinger
Other Aspects: Make Like An Action Movie, One Man Army
Skills:
Great: Guns
Good: Athletics, Alertness
Fair: Fists, Discipline
Average: Endurance, Conviction, Presence, Might, Investigation, Intimidation
Stunts:
Quick Draw (Guns): No penalty to draw guns, +1 to competitive gun-drawing.
Quick Reload (Guns): No penalty to reload guns, +1 to competitive gun-reloading.
Guns Akimbo (Guns): +2 stress when dual-wielding pistols.
Blaze Away (Guns): Make spray attacks with any gun.
Empty Mag, Empty Room (Guns): May expend all ammo to get +1 to each attack in a spray attack.
Oddly Difficult To Shoot (Athletics): +2 to dodge Guns attacks.
On My Toes (Alertness): +2 to initiative.
Total Refresh Cost:
-5 (Pure Mortal)
Refresh Total:
1
Title: Re: Generic NPCs
Post by: The Mighty Buzzard on October 28, 2011, 05:14:23 AM
Such a webpage would indeed be awesome.

I'll tell you when I run into formatting issues.

Ok, I'll work on that then.  Have been down a bit due to a video card fan starting to go out on me.  Didn't want to wait until it entirely went out to deal with it because that would have meant buying a new card.  With that in mind, I set out to deal with the problem.

The first thing I tried was finding the same fan for sale.  It turns out quite a lot of other people were doing the same thing.  Apparently this model of vid card bought some really craptastic fans to put on an awesome heatpipe.  Mine lasted almost a year;  this turns out to be average for my particular card.  Unfortunately, replacement fans can only be found on one Polish website.  Time for plan B.

Plan B was find a different model fan that would fit the mounting holes.  This turned out to be problematical since it's very difficult to describe a screw mounting pattern to google.  Plan C.

Plan C was to find a fan that me, my trusty Dremel, and Sculpy could make work.  It turns out, however, that I suck quite badly at making things with Sculpy.  Much cussing and plan D.

Plan D wasn't really a plan.  It was more getting annoyed and saying screw it, I'm gonna just zip tie an 80mm case fan to it.  Four zip ties and soldering two wires to the old fan plug and it's chugging along at about 90% of the cooling efficiency it had brand new.

The moral of this story is: I like stories.  I'll get on making up that webpage directly.  I've got a server at my house that can host it well enough for our needs but I'll see about finding something more reliable after I get it working.
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 28, 2011, 05:57:01 AM
Huh. I never really thought about how to obtain a host for the site. I just kinda figured the Internet would provide.

Will this cost money? Because I really hate spending money. And I have Average Resources at best.

Anyway, I have also been fairly inactive for the last couple of days. I don't have a good story, though; I've just been busy with the stunt list rewrite.
Title: Re: Generic NPCs
Post by: The Mighty Buzzard on October 29, 2011, 04:52:57 AM
Pffft, nah.  My home server could handle a couple hundred requests per minute without slowing it down doing other things but my connection isn't absolutely reliable.  We probably won't need third party hosting for it unless an ice storm hits me or something else takes my connection out.  If that happens, I'll either ask the folks at Evil Hat if they want to host it or just buy myself a cheapo bit of hosting and use it for other stuff besides.
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 29, 2011, 07:34:52 AM
Alright, done Paul Atreides. This was not easy, let me tell you. And it's far from a perfect writeup. But it's the best I can do.

Many of the Bene Gesserit powers became stunts, as it happens.

Paul Atreides (In A Submarine)

High Concept: Kwisatz Haderach
Trouble Aspect: Last Heir Of House Atreides
Other Aspects: Supreme Among The Fremen, The Golden Path, The Prophet Muad'Dib, It's All About The Spice, All-Seeing
Skills:
Fantastic: Weapons, Lore
Superb: Presence, Discipline
Great: Survival, Alertness
Good: Endurance, Conviction
Fair: Athletics, Scholarship, Fists
Average: Rapport, Performance, Deceit, Empathy, Stealth, Resources, Might, Intimidation
Stunts:
Swordsmaster (Weapons): +1 to attack with a sword.
Duelist (Weapons): +2 stress in a 1v1 fight.
Fight Behind A Shield (Weapons): +2 to defend as long as he has a shield.
Desert Dweller (Survival): +2 to desert survival.
Truthsay (Lore): Use Lore to detect lies.
Other Memory (Lore): Use Lore for historical knowledge.
See The Present (Lore): Use Lore for knowledge of geography and politics.
Prana-Bindu (Lore): Use Lore to resist poisons and diseases.
Leadership (Presence): +1 to lead, lead 1 step faster.
The Voice (Presence): Use Presence for social attacks.
Fremen Leader (Presence): Use Presence to hire Fremen.
Strategist (Presence): Add Strategy trapping to Presence.
Powers:
Inhuman Speed [-2]
Inhuman Recovery [-2]
The Catch (No total recovery) [+1]
Prophecy [-1] (Cassandra's Tears without the drawback)
Improved Mental Library (Instant Recall) [-4]
Total Refresh Cost:
-20
Refresh Total:
1
Title: Re: Generic NPCs
Post by: JayTee on October 30, 2011, 04:33:58 AM
Not bad, I can appreciate how hard thus must have been, as a lot of his powers don't translate well to this system, and he's develops in to a drastically different person as the series goes on.

That said, I feel this is a good representation of him, so thanks a bunch!
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 30, 2011, 04:36:36 AM
You're very welcome.
Title: Re: Generic NPCs
Post by: Silverblaze on November 05, 2011, 11:04:21 PM
Shifty Snowfall (gender doesn't matter can be used as either sex)

High Concept: Phouka Winter Court Assassin
Trouble Aspect: I Cannot Speak The Truth, Nor Tell A Lie
Other Aspects: Silent as Snowfall, Mericless as a Blizzard, I ... Like a Rabbit, Knights Fear and Respect Me, Loyal to a Fault

Skills:
Fantastic: Stealth
Superb:Fists, Athletics
Great: Discipline, Alertness, Deceit
Good: Intimidation. Endurance, Conviction, Survival ,Resources
Fair: Rapport, Lore, Guns, Burglary, Weapons
Average:Scholarship, Empathy, Driving, Performance (acting), Craftsmanship, Might

Beast Form Skills:

Fantastic: Stealth
Superb:Survival, Athletics
Great: Fists, Alertness, Deceit
Good:Burglary, Endurance, Conviction, Discipline, Resources
Fair: Rapport, Lore,Intimidation, Weapons, Guns
Average: Scholarship, Empathy, Driving, Performance (acting), Craftsmanship, Might

Stunts:
Sneak Attack: +2 to ambushing stealth rolls
Deadly Shadows: if attacking from complete surprise substitute stealth for attack roll
Impossible Leaps: +2 to athletics for jumping distance/height
Sex Appeal:+2 seduction attempts
Lightning Fast Change: can shapechange as a supplemental action
Animal Magnetism: Can use survival for seduction attempts
Unhindered Defenses:+2 to athletics defenses if unarmored and unarmed

Powers:
Human Form+1
affecting: Unseelie Magic-4 only

Mythic Speed-6
Glamours-2
Cloak of Shadows-1
Echoes of the Beast-1 (Rabbits [+1 stealth])

Phouka Beast Change-1 and -0? (Rabbit) - {detailed on custom power page}
Diminuitive Size-1 (only available in beast form)


Not sure if building a character like this is possible by RAW.

The goal was to create a rather innocent looking assassin.  The problem I have is making the following happen.  Human form uses fists, wweapons, and stealth to kill.  Only human form has access to weapons and only human form can cast unseelie magic.

Animal form can stealth even better and if it has to kill can use stealth...very trojan rabbit I know... anyhow...

The issue is i want beast form and human form to have glamour, speed, and cloak of shadows, as well as have access to stunts if need be.  Is such a thing possible?

EDITS: typos and alterations
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 05, 2011, 11:42:47 PM
Fun.

I don't see why it wouldn't be possible by the RAW.
Title: Re: Generic NPCs
Post by: Silverblaze on November 05, 2011, 11:49:40 PM
To make Shifty more generic, remove some stunts, lower skills to Superb or Great at maxiumum and lose some superfluous skills.

Drop unseelie magic.

Reduce speed to supernatural or inhuman.

i see shifty as a Sidhe Phouka.  Thus all the extra power.
Title: Re: Generic NPCs
Post by: Silverblaze on November 06, 2011, 12:33:58 AM
Let me know if anyone uses Shifty.  Was designed to be a player slayer (well take out result).  I'd like to document sucesses if possible!
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 10, 2011, 02:51:14 AM
A little while ago, I promised some Mindless, Hollow, Superior-Holding monsters. I also promised some common wizard creations. As it happens, there's a lot of overlap between the two promises.

Flying Fortress (Feet In The Water)

High Concept: The Magical Equivalent Of The Death Star
Other Aspects: Control Room, Apocalypse Cannon, Thousands Of Residents, Even Bigger On The Inside, Pretty Lousy AI
Skills:
Great: Guns, Might
Good: Endurance, Athletics
Fair: Alertness, Intimidation
Average: Fists, Investigation
Powers:
Mindless [-1]
Construct [-1] (Living Dead refluff)
Unthinkable Size [-6]
Hollow (Full Freedom, Bigger On The Inside) [-4]
Natural Weaponry [-6] (Weapon 4, range 3 zones, may hit a zone with no penalty, uses Guns.)
Wings [-1]
Mythic Strength [-6]
Mythic Toughness [-6]
The Catch (attacks to the control core) [+2]
Physical Immunity [-8]
The Catch (heavy weapons, attacks to the control core) [+4]
Total Refresh Cost:
-33
Refresh Total:
-27

Complexity 46 to make.
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 10, 2011, 03:11:08 AM
Courier Capsule (Hydrophobic)

High Concept: The Magical Equivalent Of A Carrier Pigeon
Other Aspects: Flies Like A Fly, One Track "Mind", Doesn't Know How To Give Up
Skills:
Good: Athletics
Fair: Stealth, Alertness
Average: Endurance, Might, Survival
Powers:
Mindless [-1]
Supernatural Sense [-1] (Can sense direction to destination)
Diminutive Size [-1]
Hollow [-1]
Wings [-1]
Inhuman Speed [-2]
Total Refresh Cost:
-7
Refresh Total:
-5

Complexity 14 to create.
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 10, 2011, 03:27:18 AM
Flying Harness (Feet In The Water)

High Concept: The Magical Equivalent Of A Jetpack
Other Aspects: Really Freaking Fast, Controlled By Verbal Commands
Skills:
Great: Athletics, Might
Good: Endurance, Fists
Fair: Alertness, Stealth
Average: Investigation, Lore
Stunts:
Person Carrier (Might): +2 to Might for lifting.
War Mount (Athletics): +2 to Athletics for dodging while someone is inside.
Powers:
Mindless [-1]
Hollow (Full Freedom) [-3]
Wings [-1]
Supernatural Speed [-4]
Total Refresh Cost:
-11
Refresh Total:
-5

Complexity 24 to manufacture.
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 10, 2011, 03:43:40 AM
Flying Saucer (Feet In The Water)

High Concept: The Magical Equivalent Of A Black Helicopter
Other Aspects: Tractor Beam, UFO, Needs A Pilot
Skills:
Great: Might, Athletics
Good: Guns, Endurance
Fair: Alertness, Fists
Average: Investigation, Intimidation
Stunts:
Tractor Beam (Might): +1 to grapple.
Filled With Deadly Machines (Might): No penalty to grapples for supplemental actions to inflict stress.
Powers:
Mindless [-1]
Construct [-1] (Living Dead refluff)
Hollow (Limited Freedom, Bigger On The Inside) [-3]
Wings [-1]
Hulking Size [-2]
Swallow Whole [-1/-2]
Tractor Beam [-1] (Long Reach reflavour)
Supernatural Strength [-4]
Inhuman Speed [-2]
Supernatural Toughness [-4]
The Catch (hexing) [+2]
Total Refresh Cost:
-20/-21
Refresh Total:
-14/-15

Complexity 33/34 to construct.
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 10, 2011, 03:57:54 AM
Humongous Mecha (Chest Deep)

High Concept: The Magical Equivalent Of A Gundam
Other Aspects: Super Robot, Needs A Pilot, This Is Not A Joke
Skills:
Superb: Weapons, Guns
Great: Might, Fists
Good: Athletics, Endurance
Fair: Intimidation, Alertness
Average: Investigation, Presence
Stunts:
Force Field (Athletics): +2 to dodge ranged attacks.
Laser Sword (Weapons): Laser sword attacks ignore 2 points of armour.
Powers:
Construct [-1] (Living Dead refluff)
Mindless [-1]
Titanic Size [-4]
Hollow (Limited Freedom) [-2]
Wings [-1]
Mythic Strength [-6]
Inhuman Speed [-2]
Mythic Toughness [-6]
The Catch (unknown) [+0]
Total Refresh Cost:
-25
Refresh Total:
-17

Complexity 45 to build.
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 10, 2011, 04:08:45 AM
And there you go. One Mindless Hollow character for each size category, with creation complexities. Fluff will follow.

More Superior Hold examples will follow.

Feedback wanted very much.

These guys are somewhat experimental. If you think that these guys demonstrate some sort of imbalance in one of the new powers or in the summoning system, say something.
Title: Re: Generic NPCs
Post by: devonapple on November 10, 2011, 05:42:43 PM
I'm not equipped to playtest these. They look wonderful. My suspicion is that (seeing what you get for the Complexity) that they may be too easy for a party of almost any play level to produce, but I lack a competing system to the one we all hammered out. That said, their high visibility would probably be ample disincentive for a group of players to produce these regularly - not so much for villains, though maintaining the Unseelie Accords and its analogue to the Masquerade would certainly be a factor.
Title: Re: Generic NPCs
Post by: The Mighty Buzzard on November 10, 2011, 06:55:57 PM
Really don't have an opinion because I wouldn't allow them in a campaign I was GMing.  I have massive issues with thaumaturgy being able to create any effect so long as the player takes their sweet time in casting it.  I also wouldn't allow anyone to wear a construct like that without spending FP/debt for every temporary power granted.  I further wouldn't allow the constructs to take any action without either complete attention (not even free actions or defense rolls and an aspect of All Senses Completely Blinded) from the caster, a bound spirit to animate them, or someone wearing them.

There's likely a reason you don't see every wizard running around with temple dog constructs like the ones Ancient Mai made.
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 10, 2011, 09:37:50 PM
IMPORTANT NOTE: "Wearing" one of these constructs does not give you their powers. See the Hollow power on the custom power thread for what it actually does.

And I would assume that every one of these contains a bound spirit of some kind, although it might be an artificial one in some cases. And a dumb one in all cases. After all, they are capable of semi-independent action.

Does that make these more acceptable to you, Buzzard?

Anyway, the relevant question here is whether or not these guys are balanced against other Thaumaturgy effects of the same complexity.

Is a single-function-robot Flying Harness that lasts a lifetime roughly equivalent to a 24-shift ward that lasts a lifetime?

I'm honestly not sure. But if not, I want to make it so.

I know for a fact that problems will likely arise anyway due to the problems with the Thaumaturgy system in general. But that's no excuse for not trying.
Title: Re: Generic NPCs
Post by: devonapple on November 10, 2011, 10:07:50 PM
IMPORTANT NOTE: "Wearing" one of these constructs does not give you their powers. See the Hollow power on the custom power thread for what it actually does.

Well, for the jetpack analogue, the distinction is pretty blurry.
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 10, 2011, 10:15:24 PM
Yep.

I tried to minmax a bit there. It's specifically designed to be good to wear.

After all, it's not a good test unless you're trying to break stuff.

Although I suppose I could maybe make it even better by giving it this skill list:

Superb: Athletics
Great: Might
Good: Endurance
Fair: Fists
Average: Alertness

That kicks the complexity up to 25, but it also gives another point of Athletics. Maybe raise Speed to Mythic too. That'd give a defense roll of 10, which is as good as a Crafter.
Title: Re: Generic NPCs
Post by: The Mighty Buzzard on November 10, 2011, 11:24:34 PM
Does that make these more acceptable to you, Buzzard?

Yeah, more or less on the same page now.

Anyway, the relevant question here is whether or not these guys are balanced against other Thaumaturgy effects of the same complexity.

Is a single-function-robot Flying Harness that lasts a lifetime roughly equivalent to a 24-shift ward that lasts a lifetime?

I'm honestly not sure. But if not, I want to make it so.

I know for a fact that problems will likely arise anyway due to the problems with the Thaumaturgy system in general. But that's no excuse for not trying.

Not sure how you're calculating shifts necessary but bear in mind you'll need enough to A) make the construct last X duration, B) summon the controlling spirit, and C) bind the spirit to the construct for the same duration.

So, a lifetime Courier Capsule should cost at the very least: summoning cost (6-10)
And in another phase base construct cost (?) + duration + binding (10-14) + duration + (add a temporary power X number of powers) + (add duration to powers X number of powers).

Honestly, I've no idea if they're balanced or not.  I go spell by spell on thaumaturgy in my games and I'm incredibly arbitrary about setting limits on it.  Some things I just will not allow for a chest deep wizard that I would allow for a 15 or 20 base refresh wizard, no matter how much time they spend on it.
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 11, 2011, 04:38:03 AM
Summoning rules. (http://www.jimbutcheronline.com/bb/index.php/topic,24744.msg1084269.html#msg1084269)

Always did think casting three spells for one effect was kinda silly.
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 11, 2011, 07:49:19 AM
Alright, I feel like writing the fluff text from an IC perspective. Meet the very old, very powerful, nearly senile wizard who makes these things.

...Hm?

Oh...you want to know...about my creations, eh?

Well...the first one...was the courier capsule...back in the day...I was just an apprentice...had no phones...mail service was crap...carrier pigeons were a pain in the neck...needed a way to send messages...made a little flying box...worked great...so much safer than the Nevernever, you know...and you could send magic rings and stuff...not just letters...I'm still proud of that...after all these years...people still use these things...heck, they make all kinds of 'em...walking ones, swimming ones...Nevernever-travelling ones...all based on my design...sorry...probably don't wanna hear...an old man brag about his glory days...moving on...

Flying harness...was an old design...found it in this old book...it's like a witch's broom...moves you around...lets you fly...helps you dodge...real useful...used to make 'em for Wardens...looks creepy, I know...shaped like a disk...eyes on the bottom...wraps tentacles around you when you sit on it...but it works damn well...and now these kids...they make ones that look real nice...sorry...I'm rambling again...moving on...

Only ever made...two flying fortresses...one for the war against Kemmler...had to hide the children...he kept finding the hideouts...sending zombies...killing the kids...flying castle over the pacific was safe...well, safer...had to move it to the Nevernever after it got attacked...but it worked...kids lived...second one was made as a gift for Ferrovax...needed to apologize...wait...that's supposed to be secret...I didn't say anything...my first apprentice made a better one later...he was a good boy...

UFO...was a cheap joke...made it to mess with mortals...turned out to be a good design...made more...when we needed to round up hellcows...heh, that was fun...sorcerer stole the design...used it to collect human sacrifices...that wasn't so fun...but we put a stop to that...

The Mecha...I made for money...this mortal billionaire wanted to kick ass...wanted to move up the food chain...he was very specific...about how it should look...I think he was copying something he'd seen somewhere...dunno where...wish I did...this thing wasn't easy to make...the inspiration for it must've been impressive...maybe an Old God or something...anyway...later got an offer from this military guy...said he was with am-boss or something...wanted to buy another...but the Merlin said no...said it was risking the secrecy of magic...and likely to disrupt the world order...and anyway I didn't need money...can make anything I want with magic...raise a castle in an evening...and besides I'm already a multi-millionaire...turns out he was right...that's the Merlin for you...always looks out for me...I never realized I even had a bank account...the Council took care of it for me...so all a big waste of time...never needed the money in the first place...oh well...it was kinda fun...I'm drifting...

...I think that's all.


Hm. This was kind of an experiment. Not sure if it worked.
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 11, 2011, 08:17:18 AM
Chain Golem (Feet in the Water)

High Concept: Chain Golem
Other Aspects: Implacable Hunter, Made Of Iron, Walking Prison
Skills:
Great: Might, Fists
Good: Endurance, Alertness
Fair: Intimidation, Athletics
Average: Presence, Investigation
Stunts:
Made Of Chains (Might): +1 to grapple.
Wrap You Good (Might): No penalty for supplemental aspect infliction in a grapple.
Full Of Holes (Athletics): +2 to dodge piercing attacks.
Powers:
Mindless [-1]
Construct [-1] (Living Dead reflavour)
Superior Hold [-2]
Inhuman Strength [-2]
Inhuman Toughness [-2]
Supernatural Sense [-1] (Use Alertness to determine direction to target, given ritual link to target.)
Total Refresh Cost:
-12
Refresh Total:
-6

PS: Made this with the NPC formatilizer, so I also have wiki entry text. So I'll add it to the wiki now.
PPS: Slight problem with wiki output. There's a random colon after each power name.
Title: Re: Generic NPCs
Post by: The Mighty Buzzard on November 11, 2011, 11:45:56 AM
Summoning rules. (http://www.jimbutcheronline.com/bb/index.php/topic,24744.msg1084269.html#msg1084269)

Always did think casting three spells for one effect was kinda silly.

Eh, I've got pretty big beefs all up and down that but if it works for someone's table, more power to them.
Title: Re: Generic NPCs
Post by: Silverblaze on November 11, 2011, 04:39:36 PM
I actually kinda like the magical carrier pigeon one.  I'd totally allow that one.

I think you're onto somethign with this Hollow power.
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 11, 2011, 06:22:46 PM
@The Mighty Buzzard: If you have beef, tell me about it. Problems can be fixed. (As long as they aren't problems with the basic structure of Thaumaturgy.)

@Silverblaze: Thanks.
Title: Re: Generic NPCs
Post by: The Mighty Buzzard on November 11, 2011, 06:53:46 PM
The main issue I have at the moment is you, correct me if I'm wrong, price wholly conjured constructs the same as you would a physically created construct or something that actually used to be alive.  My head tells me that conjured constructs should cost quite a lot, crafted should cost less because you don't have to conjure the material, and mortal remains should cost even less because they don't require a conjuring and have a strong thaumaturgic tie with having been actually alive previously.  Yeah, you could do some of that with declarations on the construction of the crafted constructs but less so for mortal remains, so I don't see declarations clearing that up.

The rest I don't feel like getting into at the moment.  Two hours of sleep has my brain stuck in second gear today.
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 11, 2011, 06:58:03 PM
Hm.

I disagree. Complexity should be based on effect, not on narration. A fire evocation that looks like ten thousand blazing butterflies shouldn't be harder to cast than a fire evocation that looks like a fireball. Same principle here.

And I don't see why Declarations couldn't provide a benefit for using mortal remains.

As for the rest...there's no hurry. I'm not going anywhere.
Title: Re: Generic NPCs
Post by: The Mighty Buzzard on November 11, 2011, 08:31:49 PM
Complexity should be based on effect, not on narration. A fire evocation that looks like ten thousand blazing butterflies shouldn't be harder to cast than a fire evocation that looks like a fireball. Same principle here.

PDF vs Hardcover.  Same effect, different means, different cost.  For a very broad definition of "same effect" much like summoned construct vs golem vs zombie.

I like simple but I think you may be oversimplifying after spending so much time trying to get stunts and powers balanced.  Thaumaturgy is inherently unbalanced.  It defaults to a new wizard being able to cast the same spells as the Merlin if he takes his time setting up and doesn't rush the casting.  It costs ~50% more for a zombie than it does for a ward that can keep it out.  Thaumaturgy's so unbalanced it's pretty much got to be primarily about narrative.

And I don't see why Declarations couldn't provide a benefit for using mortal remains.

Oh, they could, but I'd be hard pressed to get anywhere near as many declarations thought up for a corpse I dug up as I could for a golem I crafted. Non-vessel declarations being assumed equal.

And yet zombie raising comes off as much quicker and easier in DB.  I mean that's pretty well spelled out as to why the Laws are what they are.  They're there to limit the easiest ways to power.  Stands to reason necromancy is easier than golem construction or construct summoning.
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 11, 2011, 11:57:35 PM
And now, Kraken stats.

Got a lot of mileage out of some custom powers here. Love it when that happens.

Anyway, I think I have enough examples of the new powers now.

Kraken (Scuba Diving)

High Concept: The Kraken
Other Aspects: I Want To Hug You, Destroyer Of Ships, Smarter Than It Looks
Skills:
Fantastic: Might, Fists
Superb: Endurance, Athletics
Great: Discipline, Alertness
Good: Conviction, Survival
Fair: Intimidation, Investigation, Lore
Average: Presence, Empathy, Scholarship
Stunts:
Tentacles (Might): +1 to grapple.
Constrict (Might): No penalty to grapples for supplemental actions to inflict stress.
Powers:
Echoes Of The Beast (Octopus) [-1]
Aquatic (Not Amphibious) [-0]
Claws [-1]
Titanic Size [-4]
Swallow Whole [-1/-2]
Long Reach [-1]
Extra Appendages (Excellent Coordination x2) [-4]
Mythic Strength [-6]
Mythic Toughness [-6]
Inhuman Recovery [-2]
The Catch (attacks to the inside of the beak) [+1]
Total Refresh Cost:
-26/-27
Refresh Total:
-8/-9
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 12, 2011, 12:06:37 AM
No offense, but PDFs and hardcovers is an absolutely awful analogy.

You're quite right about the problems with Thaumaturgy, though.

And believe it or not, the system here was originally intended as a loose guideline. But it turns out that I'm really awful at loose. I always try for rigour and simplicity...may have gone too far with that here. Not sure how to loosen this in a good way, though.

Not sure about the Law point. I generally don't use them for balance, for a variety of reasons. And I don't see them as blocking the easy paths to power; I see them as blocking the powers that are for whatever reason cosmically bad. But I could be wrong about that.
Title: Re: Generic NPCs
Post by: The Mighty Buzzard on November 13, 2011, 07:32:38 AM
I thought it was a pretty good analogy.  PDFs and conjured constructs both have the same effect but no "real" physical substance and hardcover and constructed constructs both take a real physical shell and slap the important bits inside.  Granted it's not an in-game analogy but I thought it covered the point I was trying to make.

I still prefer the three spell way of doing bindings to pseudo-animate objects but if they prefer to do it all in one go, I don't really have a problem with that.  I'm fine with using the detailed creation of a physical body as a buttload of declarations to cheapen up proper golems too.  I still think they're getting off too cheap though.  Courier Capsule only costs 14 but a rock bottom zombie costs a minimum of 16 and there's no mojo to a zombie but a summoning and a binding.  They're essentially getting a NN matter body for free.  Add 33-50% to the cost to allow for body creation then let the golem makers make declarations for all the work they put into the body and I'd be fine with it.

Why I said that about the laws?  That's more or less how Luccio explained why the laws are what they are to Harry.  It reflects well in how the mental stress track is the easiest way to take someone out and in how dead people or people turned into ladybugs hardly ever come back around trying to kill you.  The 6th and 7th laws are basically to keep the universe from getting irreparably broken.  Even Kemmler couldn't manage to break the world and he was an uber-badass at necromancy, so I'm inclined to think necromancy falls mostly in with the first four.
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 14, 2011, 07:33:10 AM
Will respond in more detail later, for now just want to cover why I don't like that analogy:

The factors that play into the price of a book or PDF are completely unrelated to the factors that play into the price of a fictional ritual. The book/PDF costs what it does for financial and practical reasons. The ritual costs what it does for mechanical and narrative reasons.

The two situations are so different that they cannot provide meaningful information on one another. Because the factors that go into pricing a book or PDF are completely irrelevant in pricing a ritual.
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 14, 2011, 11:54:16 PM
A zombie has the same number of powers as a Courier Capsule and more skill points. So of course it costs more.

The bottom line of what I'm saying is that if two entities are mechanically identical, they should have the same cost to produce.

Why should calling it a zombie instead of a robot change anything?

As for the laws: I don't actually agree. But regardless, this is outside the scope of these rules. If breaking the Laws is supposed to be more powerful, it should be made so in the rules for the Laws rather than the rules for the various branches of magic.
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 29, 2011, 05:36:27 AM
Taking the new Displacement power for a test drive by adapting D&D monsters. Presenting: the blink dog and the displacer beast.

Displacer Beast (Feet In The Water)

High Concept: Displacer Beast
Other Aspects: Oddly Sadistic, Enemy Of The Blink Dog, Like A Puma With Tentacles
Skills:
Great: Fists, Athletics
Good: Endurance, Survival
Fair: Alertness, Stealth
Average: Intimidation, Might
Powers:
Claws [-1]
Echoes Of The Beast [-1]
Pack Instincts [-1]
Inhuman Strength [-2]
Inhuman Speed [-2]
Enhanced Displacement [-2]
Total Refresh Cost:
-9
Refresh Total:
-3

Blink Dog (Feet In The Water)

High Concept: Blink Dog
Other Aspects: Lawful Good, Enemy Of The Displacer Beast, Pack Hunter
Skills:
Great: Fists, Athletics
Good: Endurance, Survival
Fair: Alertness, Stealth
Average: Intimidation, Might
Powers:
Claws [-1]
Echoes Of The Beast [-1]
Pack Instincts [-1]
Inhuman Strength [-2]
Inhuman Speed [-2]
Blinking [-2]
Total Refresh Cost:
-9
Refresh Total:
-3
Title: Re: Generic NPCs
Post by: hntdsoul on January 24, 2012, 10:34:53 PM
Did anyone do a generic version of Toot? Did I miss it?
Title: Re: Generic NPCs
Post by: Sanctaphrax on January 25, 2012, 08:52:26 PM
If it was Toot-toot, then it wouldn't be generic, right?

Not sure exactly what you're asking for here.
Title: Re: Generic NPCs
Post by: hntdsoul on January 26, 2012, 06:02:46 PM
Sorry, I guess I didn't word that well. I was wondering if someone did a good generic sprite. One you'd encounter at the local park or scavenging out or the nearest Old Chicago dumpster....
Title: Re: Generic NPCs
Post by: Sanctaphrax on January 27, 2012, 08:58:34 AM
Don't think it's been done. Lemme try:

Pixie (Hydrophobic)

High Concept: Pixie
Other Aspects: Lover Of Mortal Food, Scatterbrained, Pixies Everywhere
Skills:
Fair: Contacts
Average: Presence, Rapport, Lore, Empathy, Survival, Stealth, Deceit, Investigation
Powers:
Diminutive Size [-1]
Wings [-1]
Total Refresh Cost:
-2
Refresh Total:
0
Title: Re: Generic NPCs
Post by: ways and means on February 07, 2012, 09:26:58 PM
Clock Work Killers
High Concept: Magical Murderous Mechanical Monsters
Other Aspects: All Hail the Master, Yes My Lord, Death to Fleshies, Wound up to tight

Skills:
+4: Weapons, Athletics
+3: Alertness, Might
+2: Intimidation, Endurance
+1: Guns, Crafting 

Powers
Mechanical Marvel [-2]: Mechanical Marvels can function in most environments without a problem are immune to poison and do not need to breath. Mechanical Marvels do not recovery from consequences naturally and need to be repaired to work. But as all Mechanical Marvel parts are replaceable this means repairs can be quick and flawless.
Inhuman Strength [-2]
Inhuman Toughness [-2]

Stunts:
All Humans Must Die: +1 to weapons rolls against primitive Homo Sapiens   
Death to the Fleshy Ones: When using weapons to attack human add +2 stress
Gleeful Torturer: Add +2 to intimidation when you have opponents at your mercy.


 
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 09, 2012, 12:00:02 AM
I like these guys. Though I do wonder how Mechanical Marvel is different from Living Dead.
Title: Re: Generic NPCs
Post by: wyvern on February 09, 2012, 12:38:18 AM
Looks like the big difference is ease / speed of repairs - though that could probably stand to be spelled out a little clearer, perhaps with specified time intervals for varying levels of consequence?
Title: Re: Generic NPCs
Post by: ways and means on February 09, 2012, 02:46:29 AM
Well with living dead you can never fully repair an un-dead body you can just sew up the wounds whilst a mechanical marvel can be fully fixed in a much shorter time with less difficulty. As for how long this takes well there are no guide lines to how long un-dead repairs takes but assume that Mechanical Marvel takes 2-4 shifts on the time scale less than that. The idea being if a mechanical marvel loses an arm you just unscrew the arm from its socket and replace it with another one.
Title: Re: Generic NPCs
Post by: ways and means on April 24, 2012, 08:59:25 PM
Black Chocobo (Waist Deep)

High Concept: Black Chocobo
Other Aspects: Always Hungry, Temperamental Loyalty , Fleet as the Wind, Monster Scaring, Flying Chocobo

Skills:
+5 Athletics, Intimidation
+4 Fists, Endurance
+3 Survival, Might
+2 Conviction Discipline
+1 Presence, Alertness

Powers
Mythic Speed [-6]
Wings [-1]

Total Refresh Cost:
-7

Refresh Total:
1
Title: Re: Generic NPCs
Post by: Sanctaphrax on April 24, 2012, 09:00:33 PM
Looks good to me.
Title: Re: Generic NPCs
Post by: Belial666 on April 25, 2012, 06:06:52 PM
Zergling (Ankle Deep)

High Concept: Outsider cannon fodder
Other Aspects: Always Hungry, Razor Claws, Small and Fast
Stress: Physical OOO(OOOO) armor 2, Social OO, Mental OOO

Skills:
+3 Fists, Athletics
+2 Endurance, Alertness
+1 Conviction, Stealth

Stunts:
[-1] Swarm Rush: penalties due to supplemental movement to "fists" reduced by 1. If there are 5 or more
zerglings in a swarm, reduce them by an additional 1 and each zergling gets a +1 to their dodge defense.

Powers
[-1] Claws
[-4] Supernatural Toughness
[+2] The Catch: Powers of Faith
[+1] Feeding Dependency: meat

Total Refresh Cost:
-3
Title: Re: Generic NPCs
Post by: Mr. Death on April 25, 2012, 06:10:32 PM
As I recall from the game, Fire was also very effective against the Zerg, so should be included in the catch.

Edit: Actually, come to think of it Zerglings were pretty fragile and expendable. I'm not sure they should have a Toughness power at all. Maybe Recovery instead?
Title: Re: Generic NPCs
Post by: Belial666 on April 25, 2012, 08:25:04 PM
Everything is relative. A zergling was expendable - they could still take several barrages from the 30th century heavy machineguns carried by terran marines and two of them could take on a marine - a highly trained guy in future tech powered armor.

Compared to low-power Dresden Files creatures, they're quite tough. Vs civilians without power armor or heavy weapons? One massacre coming up.
Title: Re: Generic NPCs
Post by: Locnil on April 26, 2012, 04:19:25 AM
That might have been simply due to them taking all their consequences, as they were essentially suicide troops anyway.
Title: Re: Generic NPCs
Post by: Sanctaphrax on April 26, 2012, 08:28:33 AM
Suicide troops have no consequences, generally speaking.

Stats mostly look good, except for the stunt. I'm pretty sure that you can't accrue a penalty of more than -1 from supplemental movement. Also I find the two unrelated bonuses aesthetically displeasing. But whatever. These are complexity 12 to create, if I calculate correctly.
Title: Re: Generic NPCs
Post by: Locnil on April 26, 2012, 09:24:28 AM
Suicide troops have no consequences, generally speaking.
I'm sorry, I don't quite understand this. Could you elaborate?
Quote
Stats mostly look good, except for the stunt. I'm pretty sure that you can't accrue a penalty of more than -1 from supplemental movement. Also I find the two unrelated bonuses aesthetically displeasing. But whatever. These are complexity 12 to create, if I calculate correctly.

IIRC you are correct about the supplemental movement penalties. And by complexity to create, would you be referring to your homebrew rules for summoning/creating things?
Title: Re: Generic NPCs
Post by: Sanctaphrax on April 26, 2012, 11:10:48 AM
As a general rule, you need to matter in order to have consequences.

And yes, that's what I was talking about. These are for a game.
Title: Re: Generic NPCs
Post by: Belial666 on April 26, 2012, 04:35:08 PM
May I point out that the Hellhound has a stunt that reduces the penalties due to supplemental movement by -2? (indicating you can take more than one penalty to begin with). Also, several powers and/or stunts have more than one bonus that are mechanically unrelated but thematically connected.


PS:
I wasn't looking up your system when I built this version of the zergling. 12 shifts is fairly fast summoning though I'd have preferred 8 (for obvious reasons). As it is, Elena can summon a zergling per 4 exchanges using thaumaturgy or 1-2 zerglings per spell in "thaumaturgy as evocation". Assuming a scene is roughly 15 minutes, we're looking at 40 zerglings per hour, 300 per night, a bit over two million for a two-decade preparation.  :P

I think Kemmler must have done something similar for his world war preparations.
Title: Re: Generic NPCs
Post by: ways and means on April 26, 2012, 05:11:22 PM
May I point out that the Hellhound has a stunt that reduces the penalties due to supplemental movement by -2? (indicating you can take more than one penalty to begin with). Also, several powers and/or stunts have more than one bonus that are mechanically unrelated but thematically connected.


PS:
I wasn't looking up your system when I built this version of the zergling. 12 shifts is fairly fast summoning though I'd have preferred 8 (for obvious reasons). As it is, Elena can summon a zergling per 4 exchanges using thaumaturgy or 1-2 zerglings per spell in "thaumaturgy as evocation". Assuming a scene is roughly 15 minutes, we're looking at 40 zerglings per hour, 300 per night, a bit over two million for a two-decade preparation.  :P

I think Kemmler must have done something similar for his world war preparations.

I generally assumed mass-production is more efficient than individual summoning or binding otherwise Binder is looking at hundreds of shift worth of rituals and Kemmler tens of thousands of shifts worth of rituals. 
Title: Re: Generic NPCs
Post by: Locnil on April 26, 2012, 05:21:48 PM
The books hints at no average time for a scene. And I believe Sanctaphrax's menthod included a mechanic where each consecutive summon per ritual has the amount of needed shifts reduced.
Title: Re: Generic NPCs
Post by: Locnil on April 26, 2012, 05:23:07 PM
P.S. Actually, I don't get why you'd prefer complexity 8.
Title: Re: Generic NPCs
Post by: Mr. Death on April 26, 2012, 05:31:14 PM
Presumably because Zerglings are supposed to be quick and cheap to make, and 8 shifts is easier to put together than 12.
Title: Re: Generic NPCs
Post by: Belial666 on April 26, 2012, 06:12:56 PM
Binder is a master-summoner. Summoning is all he does. Assuming he is a chest-deep focused practitioner with Lore 5, Discipline 5, Summoning Ritual, Refinement 5 (which he uses for a +5 complexity and a +5 control focus), he can pull off a 10-shift summoning rote in a single exchange. Give him an hour and he can summon a hundred plus grey men, easily.

Kemmler is a demigod-level wizard. My very conservative build of his is at 50 refresh and can pull 22-shift rotes in either evocation or thaumaturgy. He could pull summons equivalent to a black court vampire in a single exchange or heart-explode everyone in three-four parking lots simultaneously with his smallest spell.


Elena is more of a general outsider-magic practitioner. She doesn't have Kemmler's raw power (yet!!!) and doesn't specialize like Binder does. 12 shifts is not hard for her - but she does need four exchanges. 8 shifts is her minimum complexity for Outsider magic, meaning she can do it in one exchange - four times faster.
Title: Re: Generic NPCs
Post by: Sanctaphrax on April 26, 2012, 06:22:36 PM
You know, Belial, most people don't subscribe to your assembly-line vision of thaumaturgy.

The summoning rules do have provisions for summoning groups. But I'm uncertain of their quality.
Title: Re: Generic NPCs
Post by: Belial666 on April 26, 2012, 07:48:51 PM
Assembly-line thaumaturgy is the only way a guy like Binder could reliably have access to many dozens of his guys in a half-hour notice and necromancers like Grevare and Corpsetaker could have even larger numbers of fairly powerful undead made in a day. In addition, remember the multi-ward in a certain house in Ghost Story? It was made up of hundreds of lesser wards adding up to much bigger total power.

So assembly-line thaumaturgy is certainly possible. It is just that most wizards who have a good theoretical basis on thaumaurgy are older than modern industrialization and so hidebound as to never adopt new ideas. Besides, really powerful wizards either don't need assembly-line thaumaturgy or already use it. The Merlin can stop an army of vampires and Outsiders with one spell. The Blackstaff has repatedly brought about disasters more powerful than nuclear weapons. Ancient Mai has been creating stone guardians for the White Council's strongholds all over the world and Luccio (before her depowering) had created hundreds of enchanted swords.
Title: Re: Generic NPCs
Post by: Sanctaphrax on April 26, 2012, 09:02:12 PM
You don't actually need assembly-line thaumaturgy to model Binder's tricks. You could do that in a number of other ways.

And Grevane never had all that many zombies, IIRC.
Title: Re: Generic NPCs
Post by: Mr. Death on April 26, 2012, 09:07:25 PM
Didn't he have a whole bunch when he attacked Harry's apartment? And during the final fight, where a whole horde of the things was attacking the Wardens?
Title: Re: Generic NPCs
Post by: Sanctaphrax on April 26, 2012, 09:09:56 PM
I thought he only had a dozen or so. But it's been a while since I read the book.
Title: Re: Generic NPCs
Post by: Belial666 on April 26, 2012, 10:05:23 PM
About a hundred when he attacked Harry's apartment, which he didn't have when he went for Butters in the morgue. After that he fought with Corpsetaker and her ghost-thingies and after that he was winning against Morgan, old Luccio and several other wardens with yet another horde until Harry and his T-Rex intervened.

That's a lot of zombies - but then Grevare might have been an idiot but his necromancy was probably very close to Elena's level of power.
Title: Re: Generic NPCs
Post by: ways and means on April 27, 2012, 12:29:38 AM
Cultist Leader (Waist Deep)

High Concept: Absolutist Cult Leader
Other Aspects: Black and white 1 or the other, According to the Canon , For the sake of the World, Higher Purpose, The power of precedence

Skills:
+5 Conviction, Presence
+4 Deceit, Intimidate
+3 Contacts, Resources
+2 Lore, Scholarship
+1 Might, Alertness

Pure Mortal +2

Stunts
Public Speaker: Add +2 to your presence when trying to sway a crowd.
Canon Scholar: Add +2 to Scholarship on knowledge of Cults
Speaking for a Higher Power: Add +2 to roll intimidate vs those who believe in the Cult

Refresh Spent: -1
Total Refresh: 7



Title: Re: Generic NPCs
Post by: devonapple on April 27, 2012, 01:11:52 AM
Cultist Leader (Waist Deep)

High Concept: Absolutist Cult Leader
Other Aspects: Black and white 1 or the other, According to the Cannon , For the sake of the World, Higher Purpose, The power of precedence

Skills:
+5 Conviction, Presence
+4 Deceit, Intimidate
+3 Contacts, Resources
+2 Lore, Scholarship
+1 Might, Alertness

Pure Mortal +2

Stunts
Public Speaker: Add +2 to your presence when trying to sway a crowd.
Cannon Scholar: Add +2 to Scholarship on knowledge of Cults
Speaking for a Higher Power: Add +2 to roll intimidate vs those who believe in the Cult

Refresh Spent: -1
Total Refresh Cost: 7

It's "canon". And also, LOL.
Title: Re: Generic NPCs
Post by: KnightOrbis on April 27, 2012, 01:19:55 AM
If you are still doing requests could you do Fallen. Like a physical one, a magic using one, or variations.

EDIT: I mean Denarians not Fallen.
Title: Re: Generic NPCs
Post by: Mr. Death on April 27, 2012, 02:03:55 AM
It's "canon". And also, LOL.
Never know. There could certainly be a cult to heavy weaponry out there somewhere.
Title: Re: Generic NPCs
Post by: Sanctaphrax on April 27, 2012, 02:16:43 AM
I've used Denarian NPCs in my PbP game. Three have appeared onscreen so far. One of them was statted by vultur in his old Denarian revision thread, but the other two are here:

Truad (Snorkelling)

High Concept: Denarian Warrior
Other Aspects: Warrior’s Code, Humanity Should Not Exist
Skills:
Superb: Weapons, Athletics
Great: Discipline, Fists, Might
Good: Endurance, Conviction, Alertness
Fair: Empathy, Intimidation, Lore
Average: Presence, Investigation, Deceit
Stunts:
Master Of War (Weapons): May use Weapons +1 for assessments and declarations related to combat.
Rain Of Spears (Weapons): -2 to Weapons attacks to hit an entire zone.
Lethal Strike (Weapons): +2 stress for a ttacks with Breath Weapon.
Powers:
Beast Change [-1]
True Aim [-1]
Demonic Co-Pilot [-1]
Supernatural Recovery [-4]
The Catch (Holy Stuff) [+2]
Human Form [+1] affecting
Hulking Size [-2]
Wings [-1]
Breath Weapon [-2]
Inhuman Strength [-2]
Supernatural Speed [-4]
Inhuman Toughness [-2]
Total Refresh Cost:
-20
Refresh Total:
-7

Velociel (Snorkelling)

High Concept: Denarian Predator
Other Aspects: Animalistic, Humans Are My Toys
Skills:
Superb: Fists, Athletics
Great: Stealth, Survival, Alertness
Good: Endurance, Might, Conviction
Fair: Burglary, Discipline, Intimidation
Average: Presence, Investigation, Deceit
Stunts:
Stealthy Predator (Stealth): +2 to Stealth when hunting.
Urban Survivalist (Survival): +1 to Survival in cities, use all Survival trappings in cities.
Armour Piercing Claws (Fists): Ignore 2 points of armour when attacking with Claws.
Blindingly Fast Change (Lore): No penalty for shapechanging, +1 to hit immediately after changing shape.
Powers:
Beast Change [-1]
Demonic Co-Pilot [-1]
Supernatural Recovery [-4]
The Catch (Holy Stuff) [+2]
Human Form [+1] affecting
Claws [-1]
Inhuman Strength [-2]
Mythic Speed [-6]
Inhuman Toughness [-2]
Total Refresh Cost:
-18
Refresh Total:
-5

I should note that these guys are some of my earlier work and as such they probably kinda suck. They both predate the Natural Weaponry power, which is a shame since it would be appropriate for both of them.

Are these the sort of things you're looking for?
Title: Re: Generic NPCs
Post by: KnightOrbis on April 27, 2012, 02:42:53 AM
Yeah they work, I'm doing a games offhand now and I wanna make a Denarian partnered with his Fallen but opposed to Nicodemus' way of doing things. How do you think Magog from Small Favour would stat? And what ability did you use for Truads spear conjuring in Enduring The Apocalypse, Breath Weapon?
Title: Re: Generic NPCs
Post by: Sanctaphrax on April 28, 2012, 06:48:01 AM
You can find a good attempt at stats for Magog here (http://www.jimbutcheronline.com/bb/index.php/topic,20854.msg912570.html#msg912570)

Breath Weapon was used for Truad's spears, though Natural Weaponry would have been much better.

Making a Denarian who's a partner with his human is more work than this, I should note. You need to make a skill list and stunts/powers for the human too.

If you need help statting up your own Denarian, I'd be glad to help.

And I've been meaning to write up more Denarians for EtA, if you want I can send them to you when I do.
Title: Re: Generic NPCs
Post by: KnightOrbis on April 29, 2012, 09:00:16 PM
yeah if you finish them I'f like to see them thanks.
Title: Re: Generic NPCs
Post by: KnightOrbis on May 16, 2012, 04:53:34 AM
Hey Sancta could you stat up a master martial artist, like one who has mastered his body and mind and achieved complete control and with his/her body could physically beat even supernaturally strong/fast threats. (Maybe he him/her self would have achieved a higher level of physical condition, like Inhuman Strength or Speed.) Whatever you think best. Reason I ask is cause am playing DFRPG in person with a few friends and I want to make a kind of enlightened/perfected vigilante.
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 16, 2012, 05:36:37 AM
There are a few ways to go about that. Stunts work, as do physical powers, as does Modular Abilities.

I've got a couple of stunt-based ones here:

http://www.jimbutcheronline.com/bb/index.php/topic,24725.msg1065726.html#msg1065726 (http://www.jimbutcheronline.com/bb/index.php/topic,24725.msg1065726.html#msg1065726)
http://www.jimbutcheronline.com/bb/index.php/topic,27081.msg1155675.html#msg1155675 (http://www.jimbutcheronline.com/bb/index.php/topic,27081.msg1155675.html#msg1155675)

but if those don't work for you I can try something else. I'm leaning towards Submerged level, with a bunch of physical powers and a few stunts.
Title: Re: Generic NPCs
Post by: KnightOrbis on May 16, 2012, 11:50:05 PM
Yeah submerged seemed the best possible route for me.
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 17, 2012, 07:35:17 PM
How does this look?

Shi Wu Li (Submerged)

High Concept: Supernatural Shaolin Monk
Trouble Aspect: Stranger In A Strange Land
Other Aspects: Almost Enlightened, No Speak English, Frequently Forced To Resort To Violence
Skills:
Superb: Fists
Great: Might, Discipline
Good: Endurance, Alertness, Conviction
Fair: Athletics, Lore, Survival, Intimidation
Average: Presence, Scholarship, Investigation, Rapport, Empathy
Stunts:
Catch Bullets (Fists): Use Fists to defend against everything.
Martial Artist (Fists): Use Fists +1 for maneuvers and declarations related to combat.
Martial Scholar (Fists): +2 to Fists defence against anyone whose combat style has been successfully Assessed.
Powers:
Wizard's Constitution [-0]
Potent Natural Weaponry [-2] (Weapon 4 hands and feet.)
Inhuman Strength [-2]
Inhuman Toughness [-2]
The Catch (unknown) [+0]
Total Refresh Cost:
-9
Refresh Total:
1

Basic character concept of this guy is that he's a superhuman martial artist who was meditating and seeking enlightenment in some remote monastery when by whatever convoluted chain of events he ended up in America. Now he's trying to do good in a place where he doesn't really belong, where everyone assumes he's dumb because he can't talk. He ends up beating bad guys up a lot, which he regrets.

I doubt you want to use this guy without making some modifications of your own, so here are my suggestions for mechanical changes:

-The Natural Weaponry could be dialed down to weapon 2.
-Another stunt of some kind could be added. Maybe a meditation-based one.
-He could get a Catch, maybe related to inner peace or weaponry or the lack thereof. Toughness could be pushed up to Supernatural as a result, or Recovery could be added.
-The Superhuman Acrobatics custom power could be added.
-You could go for a less tanky, faster build. This would probably involve raising Athletics, removing the defence stunts, and getting Inhuman Speed.
Title: Re: Generic NPCs
Post by: KnightOrbis on May 17, 2012, 11:17:24 PM
Sweet thank you just what I was looking for. I've been playing Diablo 3 lately as monk and wanted to play something like that in DFRPG.
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 18, 2012, 04:17:54 AM
You're very welcome.
Title: Re: Generic NPCs
Post by: KnightOrbis on May 18, 2012, 03:05:35 PM
I'm probably gonna add a catch and add Inhuman Speed or maybe upgrade something else.
Title: Re: Generic NPCs
Post by: KnightOrbis on June 13, 2012, 03:55:07 AM
I was wondering if anyone has done done a write-up of a Tyrannosaurus Rex. Funnily enough I'm probably gonna need one for a game my play-group is doing, I don't GM but my shapeshifter finally has enough extra refresh to revamp his powerset and i'll finally have my chance to become a T-rex.
Title: Re: Generic NPCs
Post by: Sanctaphrax on June 13, 2012, 06:43:19 AM
I don't think there are any T-Rex stats out there. I do have a T-Rex-a-thrope, though.

If you just want a list of Powers for your shapeshifter, I recommend:

Hulking Size, Claws, Supernatural Strength, Supernatural Toughness, a Catch of sufficiently large weaponry or weak spots.
Title: Re: Generic NPCs
Post by: Mr. Death on June 13, 2012, 03:36:43 PM
I was wondering if anyone has done done a write-up of a Tyrannosaurus Rex. Funnily enough I'm probably gonna need one for a game my play-group is doing, I don't GM but my shapeshifter finally has enough extra refresh to revamp his powerset and i'll finally have my chance to become a T-rex.
Well, the game has a stat block for Sue. Take out the zombie-centric powers, maybe tone down one or two of the Supernatural Powers, and I'd say that's a good start.
Title: Re: Generic NPCs
Post by: KnightOrbis on June 27, 2012, 07:14:45 PM
Could you do a Xenomorph (alien) or yautja (predator). These would mainly be for fetches.
Title: Re: Generic NPCs
Post by: Sanctaphrax on June 28, 2012, 04:41:48 AM
Honestly, I don't know what either species is capable of. What exactly can an Alien or a Predator do?
Title: Re: Generic NPCs
Post by: KnightOrbis on June 28, 2012, 09:17:01 AM
Here's a quick rundown

Alien
-sharp claws
-strong enough to break reinforced steel doors
-acid blood that explodes when they die
-spear-like tail that can go through metal
-hive mind of sorts
-can move on any surface; ceilings,walls
-night vision
-can sense other lifeforms
-secondary jaw that can shoot out from their primary ones.


Predator
-weapons; wristblades, plasma cannon, shurikens, razor whip, disc blade, retractable light throwing spear(primary weapon,and last resort near-nuclear power bomb)
-armor
-strong enough to rip through concrete walls with ease, can jump around twenty feet high and move and climb through dense jungle with incredible ease and speed (at least Superhuman Strength and possibly speed)
-tough enough to survive small arms fire without much trouble and being thrown through stone walls, and thick steel armor
-cloaking device
-they naturally see in infared
-masks with zoom, normal visible light,thermal, voice translater/recorder, and targeting for plasma cannon
-The Predator culture revolves around the hunting and stalking of dangerous lifeforms. After making a kill, a Predator typically skins or decapitates the carcass, converting it into a trophy. Headless, skinless carcasses are hung upside down, and skulls can be worn on belts if detached from the spine, or held aloft if still attached. Failure in a hunt results in the Predator involved committing an honorable suicide, they also won't hunt weak or unworthy quarry (young,sick,unarmed).
-wrist computer that can create holographic images, control predator technology.
-medical kits that are incredibly effective in healing.
-not used to human environment and after prolonged exposure to Earth's atmosphere they must use their mask's rebreather.
Title: Re: Generic NPCs
Post by: Sanctaphrax on June 29, 2012, 03:27:14 AM
Xenomorph first.

I did this one entirely with canon Powers. If I were to use custom Powers, I might replace Claws with Potent Natural Weaponry. Then I'd drop the Strength to Inhuman.

I'd also consider adding Damage Shield to represent the acid blood.

Xenomorph (Chest Deep)

High Concept: Alien Monster
Other Aspects: Acid Blood, Weird-Ass Life Cycle, Hive Mind
Skills:
Superb: Fists, Athletics
Great: Intimidation, Stealth
Good: Endurance, Might
Fair: Survival, Alertness
Average: Conviction, Discipline
Powers:
Echoes Of The Beast [-1]
Spider Walk [-1]
Cloak Of Shadows [-1]
Claws [-1]
Supernatural Strength [-4]
Inhuman Speed [-2]
Inhuman Toughness [-2]
Inhuman Recovery [-2]
The Catch (Fire, maybe also cold) [+3]
Total Refresh Cost:
-11
Refresh Total:
-3
Title: Re: Generic NPCs
Post by: Mr. Death on June 29, 2012, 04:49:17 PM
I'd say make the catch fire. In the movies, it seems to be something that rates pretty effectively. Though Ash in the first movie speculates that it's extreme temperatures at either end, hot or cold.
Title: Re: Generic NPCs
Post by: Sanctaphrax on July 03, 2012, 04:08:31 AM
As you can see, I took that suggestion. Thanks.

Now, Predator.

What do you think, KnightOrbis?

Predator (Submerged)

High Concept: Hunter Alien
Other Aspects: Code Of Honour, Incredible Technology, Inhuman Physiology
Skills:
Superb: Weapons
Great: Lore, Athletics, Survival
Good: Endurance, Alertness, Fists
Fair: Might, Stealth, Discipline
Average: Conviction, Presence, Intimidation
Stunts:
Sufficiently Advanced Technology (Lore): Use Lore to understand very advanced tech.
Tracker (Survival): Tracking is at +1 and is not modified by Investigation.
Powers:
Echoes Of The Beast [-1]
Supernatural Strength [-4]
Inhuman Speed [-2]
Inhuman Toughness [-2]
Inhuman Recovery [-2]
The Catch (Unknown) [+0]
Incredible Technology [-2] (Ritual (Crafting) with a new name.)
Refinement [-3] (Giving extra items and machinery that's treated as a Crafting focus.)
Total Refresh Cost:
-16
Refresh Total:
-6
Title: Re: Generic NPCs
Post by: KnightOrbis on July 03, 2012, 03:12:05 PM
Looks great, i like how you did the predator technology especially, i think with the xeno i also think i will use damage shield and natural weapons and reduce strength to inhuman
Title: Re: Generic NPCs
Post by: zaczane on July 29, 2012, 05:41:42 AM
Ancient Dracula

High concept:First Among the Vampires
trouble: loss of a true love
other aspects:gentleman, Know your kin

-3 Vampiric Claws:weapons 4, cause the Attacke to be turned into a BCV or BCV master depending on the Attackers decision
-1 Blood drinker
-4 Cloak or shadows
-4 Perfected domination: allows for the creation of a perfected Renfield
-6 perfected shape shifting: allow the user to tranform almost instantaneosly, along with into multiple animals if wanted(ex-swarm of bats)
-3 weather control
-7 incite emotion:Fear,despair,lust,Deadly emtion makes it a weapons 6, range
-1 undying?
-20 vampiric resistance-3 armor against all attacks, +6 stress boxes in each stress track, physical Immunity to everything but Holy objects, magical fire, and 2 extra moderate consequences usable for any kind of damage
-6 mythic speed
-6 mythic strength
-6 mythic recovery?

12-alertness, athletics, fists, intimidation, deceit, survival
11-might, endurance, conviction, presence, lore, stealth
10-empathy, rapport, discipline, contacts, resources, weapons


i know that this needs some tweaking but i think i at least got the structure of how ancient Dracula would be made
also im a little iffy on the mythic recovery but seeing that he is the first vampire i though that he would eventually gain a healing but im not sure if he should have a high one like mythic or lower like inhuman
i do know that he doesn't have living dead because he was never a actual rotting corpse him self
Title: Re: Generic NPCs
Post by: zaczane on July 29, 2012, 05:47:41 AM
that would put Dracula at  DEEP one level with a total refresh cost of 67
Title: Re: Generic NPCs
Post by: Sanctaphrax on July 29, 2012, 06:15:21 AM
Fire elementals! Lots of custom Powers on these guys.

(This is not related to Dracula, will reply to that next post.)

I included summoning complexities because these are summon-able creatures.

Flame Sprite (Hydrophobic)

High Concept: Fire Elemental
Other Aspects: Living Fireball
Summoning Complexity: 16
Skills:
Good: Fists
Fair: Athletics, Awareness
Average: Endurance, Conviction, Discipline
Stunts:
Light You On Fire (Fists): Natural weapon attacks do +2 stress against flammable targets.
Powers:
Diminutive Size [-1]
Natural Weaponry [-1]
Damage Shield [-1]
Amorphous Form [-1]
Wings [-1]
Inhuman Speed [-2]
The Catch (Water) [+1] affecting:
Feeding Dependency (Flammable stuff) [+0] affecting:
Inhuman Recovery [-2]
Total Refresh Cost:
-9
Refresh Total:
-7

Fire Elemental (Feet In The Water)

High Concept: Fire Elemental
Other Aspects: Man Made Of Fire
Summoning Complexity: 29
Skills:
Great: Fists
Good: Athletics, Endurance
Fair: Awareness, Discipline
Average: Conviction, Survival, Scholarship, Presence, Lore, Intimidation
Stunts:
Light You On Fire (Fists): Natural weapon attacks do +2 stress against flammable targets.
Powers:
Potent Natural Weaponry [-2]
Dangerous Mutual Damage Shield [-3]
Extra-Dangerous Aura (Endurance) [-3]
Amorphous Form (No Internal Anatomy) [-2]
Wings [-1]
Inhuman Speed [-2]
The Catch (Water) [+2] affecting:
Feeding Dependency (Flammable stuff) [+0] affecting:
Supernatural Recovery [-4]
Total Refresh Cost:
-16
Refresh Total:
-10

Living Sun (Submerged)

High Concept: Fire Elemental
Other Aspects: Weapon Of Mass Destruction
Summoning Complexity: 55
Skills:
Superb: Fists
Good: Athletics, Intimidation, Discipline
Fair: Endurance, Conviction, Presence
Average: Lore, Scholarship, Survival
Stunts:
Bullet-Melting Heat (Athletics): +2 to dodge ranged attacks.
Rain Down Death (Fists): +1 to hit foes in a zone directly below.
Light You On Fire (Fists): Natural weapon attacks do +2 stress against flammable targets.
Powers:
Hulking Size [-2]
Potent Ranged Natural Area Weaponry [-5]
Conductive Lethal Mutual Damage Shield [-5]
Vast Hyper-Dangerous Aura (Endurance) [-7]
Amorphous Form (No Internal Anatomy) [-2]
Wings [-1]
Inhuman Strength [-2]
Inhuman Speed [-2]
The Catch (Water) [+3] affecting:
Inhuman Toughness [-2]
Feeding Dependency (Flammable stuff) [+1] affecting:
Mythic Recovery [-6]
Total Refresh Cost:
-33
Refresh Total:
-23
Title: Re: Generic NPCs
Post by: Sanctaphrax on July 29, 2012, 06:22:48 AM
Ancient Dracula

High concept:First Among the Vampires
trouble: loss of a true love
other aspects:gentleman, Know your kin

-3 Vampiric Claws:weapons 4, cause the Attacke to be turned into a BCV or BCV master depending on the Attackers decision
-1 Blood drinker
-4 Cloak or shadows
-4 Perfected domination: allows for the creation of a perfected Renfield
-6 perfected shape shifting: allow the user to tranform almost instantaneosly, along with into multiple animals if wanted(ex-swarm of bats)
-3 weather control
-7 incite emotion:Fear,despair,lust,Deadly emtion makes it a weapons 6, range
-1 undying?
-20 vampiric resistance-3 armor against all attacks, +6 stress boxes in each stress track, physical Immunity to everything but Holy objects, magical fire, and 2 extra moderate consequences usable for any kind of damage
-6 mythic speed
-6 mythic strength
-6 mythic recovery?

12-alertness, athletics, fists, intimidation, deceit, survival
11-might, endurance, conviction, presence, lore, stealth
10-empathy, rapport, discipline, contacts, resources, weapons


i know that this needs some tweaking but i think i at least got the structure of how ancient Dracula would be made
also im a little iffy on the mythic recovery but seeing that he is the first vampire i though that he would eventually gain a healing but im not sure if he should have a high one like mythic or lower like inhuman
i do know that he doesn't have living dead because he was never a actual rotting corpse him self

There are some issues here.

First, those skills are too high. The Senior Council caps out at 6-7, and I wouldn't even give Mab skills past 8.
Second, the Power costs are iffy. Cloak Of Shadows costs 1, making new supernaturals generally doesn't cost Refresh, and Perfected Domination is probably too cheap since Master Dominator costs 4 IIRC.
Third, there are all sorts of new Powers here that don't actually have writeups. What does Weather Control do? How is Perfected Shapeshifting better than True Shapeshifting? Etc.
Fourth, he lacks some abilities I'd expect. Echoes Of The Beast, Modular Abilities, spellcasting, and so on.
Title: Re: Generic NPCs
Post by: zaczane on July 29, 2012, 08:55:53 AM
first i off i saw weather control somewhere ill have to find it again though
second i know cloak of shadows cost -1 refresh but i figured he would buy it a few time to increase stealth
skills probably just move to 5,6, and 7 but same idea
perfected shape shifting is well actually no different my bad i thought i saw somewhere that it takes a full action or something so the only real difference would allow Dracula to split him self into a swarm of bats rather than just one bat
perfected domination maybe bump it up to -6 wait according to my written notes it is at six oops another typo
echoes of the beast well uh i guess thats why we do drafts first then the final write up
as for spell casting couldn't decide what he would exactly have
i guess modular abilities at say 18 refresh
possible addictive saliva cause then he has a bit of all three of the main courts
Title: Re: Generic NPCs
Post by: Sanctaphrax on July 30, 2012, 05:19:30 AM
first i off i saw weather control somewhere ill have to find it again though

You know, it occurs to me that my Incite Emotion rewrite (http://www.jimbutcheronline.com/bb/index.php/topic,25794.msg1508604.html#msg1508604) could cover Weather Control.

second i know cloak of shadows cost -1 refresh but i figured he would buy it a few time to increase stealth

That isn't actually legal. Powers are one purchase only unless otherwise stated.

perfected shape shifting is well actually no different my bad i thought i saw somewhere that it takes a full action or something so the only real difference would allow Dracula to split him self into a swarm of bats rather than just one bat

Modular Abilities takes a full action. True Shapeshifting is supplemental. Making them faster would be worth Refresh.

Also, I'd probably let a True Shapeshifter turn into a swarm if they could afford the appropriate Powers out of Modular points.

as for spell casting couldn't decide what he would exactly have

I'd expect a mix of Evocation and Thaumaturgy, maybe vampiric Sponsored Magic, and some specializations in necromancy.

i guess modular abilities at say 18 refresh

What would he buy with all of that. He already has max physical Powers.

possible addictive saliva cause then he has a bit of all three of the main courts

Sounds good to me.

What about Feeding Dependency?
Title: Re: Generic NPCs
Post by: Locnil on July 30, 2012, 01:33:15 PM
That Dracula seems a bit overdone. Speaking of which, did you mean to stat that guy who Jm said could take on Mab in a fair fight, or his son?

Also, IIRC, weather control was from the ancient black court vampires someone did in the middle of this thread.
Title: Re: Generic NPCs
Post by: zaczane on July 30, 2012, 07:46:40 PM
as for the weather control power here it is
Weather Control[-3] Vampires of this degree learn to affect the weather with the power of their curse alone. This effectively means that the vampire is capable of using maneuvers to place weather-related Aspects. This is a Conviction roll, affecting up to Conviction zones automatically. Conditions range from fog(difficulty 2-3) to strong winds and rains(4-5) to hurricanes(difficulty 7-8).*

ok if you can't buy cloak of shadows more than once could we just make an enhanced version of cloak of shadows

as for the shape shifting just keep true shape shifting with modular abilities of 5-8?

im still a little iffy on how to put refresh points into evocation, Thaumaturgy, or sponsored magic especially once you get focus and enchanted item slots involved so id would be awesome if somebody else could cover that part

then yes i state that at first i figured after all his years as a vampire he doesn't need to feed but ill change that so he does have feeding dependency just maybe a power/stunt that makes him less vulnerable to it
Title: Re: Generic NPCs
Post by: zaczane on July 30, 2012, 08:03:08 PM
Ancient Dracula

High concept:First Among the Vampires
trouble: loss of a true love
other aspects:gentleman, Know your kin

-3 Vampiric Claws:weapons 4, cause the Attacke to be turned into a BCV or BCV master depending on the Attackers decision
-1 Blood drinker
-3 mask of the night(ie enhanced cloak of shadows, for a +6 to stealth when there are shadows)
-4 Perfected domination: allows for the creation of a perfected Renfield
-4 true shapeshifting
-3 weather control
-7 incite emotion:Fear,despair,lust,Deadly emtion makes it a weapons 6, range
-1 undying?
-20 vampiric resistance-3 armor against all attacks, +6 stress boxes in each stress track, physical Immunity to everything but Holy objects, magical fire, and 2 extra moderate consequences usable for any kind of damage
-6 mythic speed
-6 mythic strength
-6 mythic recovery
-1 addictive saliva
+1 feeding dependency
-3 thaumaturgy
-3 evocation
-4 vampiric magic(might need some ideas of what this could do and i belive all sponsed magic for the most part is   -4 refresh right)
-5 modular abilities

7-alertness, athletics, fists, intimidation, deceit, survival
6-might, endurance, conviction, presence, lore, stealth
5-empathy, rapport, discipline, contacts, resources, weapons

also i need some help in thinking of some more aspects

stress
p-0000(000000)
m-0000(000000)
s-0000(000000)

consequences
mild-physical
mild-mental
mild-social
mild-any
moderate-any
moderate-any
moderate-any
severe-any
extreme-any

i believe i did that right(the consequences)
Title: Re: Generic NPCs
Post by: Locnil on July 31, 2012, 03:53:13 AM
That sponsored magic should be -2 since he has Evocation and Thaumaturgy. Also, you might want to add some Refinement.

Title: Re: Generic NPCs
Post by: Sanctaphrax on July 31, 2012, 06:24:06 AM
We've got a vampiric Sponsored Magic on the appropriate Master List, if you're interested. It's here (http://www.jimbutcheronline.com/bb/index.php/topic,31204.msg1329077.html#msg1329077).

I can do the spellcasting stats if you tell me how strong he should be and what he should specialize in.

What does his Feeding Dependency apply to?
Title: Re: Generic NPCs
Post by: Locnil on July 31, 2012, 01:34:35 PM
Also, whch book/movie/whatever are you basing Draky off, here? We know nothing about the DV one except that he's in Eastern Europe as of Grave Peril and he can take Mab in a fair fight.

P.S. The vampiric resistance ability might work better as a small power with a ton of upgrades. Or maybe you could split it into Toughness and Physical Immunity with a few other powers.
Title: Re: Generic NPCs
Post by: Sanctaphrax on August 01, 2012, 03:49:13 AM
I believe that the idea here is that Dracula is the progenitor of all three courts.

As for the Vampiric Resistance, it could indeed use a breakdown. But if you accept the corebook Immunity cost, I think its price looks fairly reasonable.

Does holy stuff/magic fire pierce his armour and his extra stress boxes?
Title: Re: Generic NPCs
Post by: Locnil on August 01, 2012, 06:34:09 AM
I wasn't worried about the cost. I tried to cost the benefits independently and got the same number as he did. I'm just saying it would look a lot neater.
Title: Re: Generic NPCs
Post by: zaczane on August 01, 2012, 07:59:52 AM
i was thinking Dracula would only have the catch of holy items
no longer sunlight, fire, running water, etc stoker weaknesses
i supposes you could break up the vampiric resistance into
physical immunity to only holy stuff [-6]
mythic toughness unknown catch [-6]
mythic stoicism unknown catch [-6] (think i spelled that wrong]
also what i was thinking is Dracula's sponsored magic would work similar to evocation except the damage it deals is mental stress, once the thing Dracula is attacking (with his sponsored magic) has taken all the stress and consequences it can then they become a loyal vampire for Dracula
were as Dracula's claws only make the people he attack with them turn into vampires after they die
also rather than weather control i see Dracula having water evocation to make fog, storms, hurricanes if he wanted
along with his Thaumaturgy is necromancy and entropomacy (which if i typed it right is the one that does curses)
Title: Re: Generic NPCs
Post by: Locnil on August 01, 2012, 08:15:53 AM
You mean, Kemmlerian Necromancy?
Title: Re: Generic NPCs
Post by: Sanctaphrax on August 02, 2012, 06:03:26 AM
Okay, new sponsored magic. How's this?

DRACULA MAGIC [-4]
Description: Dracula has a magic of his own. It's not clear exactly why; perhaps he's simply too powerful not to have his own brand of magic.
Sponsor: Dracula is the source of this magic.
Agenda: It's not entirely clear what Dracula wants.
Evocation: Dracula's Evocations generally work by manipulating blood, the weather, or people's minds. But the occasional necromantic blast is not unheard of.
Thaumaturgy: Dracula's rituals are generally associated with his curse, the weather, psychomancy, entropomancy, and necromancy.
Evothaum: Any ritual that could be cast with Dracula Magic may be cast with the speed and methods of Evocation.
Extra Benefits: Dracula Magic Evocations may be used to inflict mental stress. This costs five shifts; a weapon 2 mental attack is as difficult to cast as a weapon 7 physical attack. And so on.

Not sure if the shift cost is right. I pulled it out of my rear, honestly.

If this is acceptably balanced-ish, I'll write up Dracula's spellcasting abilities.
Title: Re: Generic NPCs
Post by: zaczane on August 02, 2012, 09:08:08 AM
no dude thats awesome but now Dracula would only have this no evocation, Thaumaturgy just Dracula magic
or would he have those as well?
Title: Re: Generic NPCs
Post by: Locnil on August 02, 2012, 06:15:40 PM
Depends on how good you want him to be at actual spellcasting.

Personally I'd prefer he only have Dracula Magic and some kind of ability to take Refinements but that's an entirely personal issue.
Title: Re: Generic NPCs
Post by: Sanctaphrax on August 02, 2012, 09:10:36 PM
no dude thats awesome but now Dracula would only have this no evocation, Thaumaturgy just Dracula magic
or would he have those as well?

Up to you. It's your character, after all.

Regardless, he probably has a bunch of Refinements.
Title: Re: Generic NPCs
Post by: zaczane on August 03, 2012, 12:51:51 AM
well i would give him like 10 refresh of refinements but with the stuff that Dracula magic covers i cant think of anything else he would use magic for??

also i still need a few more aspects
Title: Re: Generic NPCs
Post by: Locnil on August 03, 2012, 07:32:24 AM
It's hard to go wrong with Serious Badass and Crazy Prepared, even if they are somewhat generic. They can be invoked and compelled for so many things, and they help establish his character.

Something like Nick's Been Around A Long Long Time would probably be good, as well.

Instead of Refinements, he could have custom abilities building off Dracula Magic, along the lines of Lawbreaker to turbocharge his spellcasting.
Title: Re: Generic NPCs
Post by: zaczane on August 03, 2012, 05:33:57 PM
i have one aspect called been around the block a lot but i like yours better
Title: Re: Generic NPCs
Post by: zaczane on August 03, 2012, 05:35:50 PM
also even though Dracula magic is was built only for Dracula do you think we should still add it to the sponsored magic master list
Title: Re: Generic NPCs
Post by: Sanctaphrax on August 04, 2012, 02:51:08 AM
Yeah, I'll add it.

Refinements don't usually let you do anything new with magic. They just give you bigger numbers for what you do. So Dracula should certainly have some.

I'll put up a magic section for him later today.
Title: Re: Generic NPCs
Post by: zaczane on August 04, 2012, 02:57:57 AM
sweet, you think i should list the refinements as +1 to all Dracula magic, +2 to all Dracula magic
or
+1 to curses, +2 to weather control, +3 to necromancy, +4 to mind control, +5 to blood magic
also ill post another draft of Dracula in a little while built off all the stuff we have done also ill make sure to label in underlined and bold the custom powers
Title: Re: Generic NPCs
Post by: Sanctaphrax on August 04, 2012, 03:28:20 AM
Okay, supposing he has

Evocation [-3]
Thaumaturgy [-3]
Dracula Magic [-4]
Refinement [-10]

Then I'd make his spellcasting look like this:

Evocation (Water, Earth, Fire, Air, Spirit): +1 Water Control, +2 Spirit Power, +3 Spirit Control
Thaumaturgy: +1 Entropomancy Complexity, +2 Weatherworking Complexity, +3 Necromancy Complexity, +4 Psychomancy Complexity
Foci: Staff (+1 Dracula Magic Offensive and Defensive Power and Control, +1 Dracula Magic Complexity and Thaumaturgy Control)
Enchanted Items: 4 slots, used for whatever Dracula feels like at the moment
Title: Re: Generic NPCs
Post by: zaczane on August 04, 2012, 09:07:33 AM
Vladimir Dracula
High Concept: First of the Vampires
Other Aspects: Nicks been around a long long time,
Skills:
Legendary++: Alertness, Athletics, Fists, Intimidation, Discipline
Legendary+: Endurance, Conviction, Presence, Lore, Deceit
Legendary: Weapons, Empathy, Rapport, Contacts, Resources
Stunts:
Know yourself: +2 to damage when fighting other vampires
Tough composer: +2 to all discipline rolls dealing with feeding dependency
Resilient self-image: able to take 2 extra mild mental consequences
No pain no gain: able to take 2 extra mild physical consequences
Hunter: As an experienced hunter, you know how to track game in the outdoors. Gain +2 on any efforts to use Survival to track something in the wilderness or other outdoor area.
Powers:
Blood Drinker [-1]
Echoes of the Beast [-1]: +2 to alertness for bat hearing
Evocation [-3]
Feeding Dependency [+1]
Imageless[-1] cannot be photographed, no reflection
Incite Emotion [-8]: Fear, Lust, Rage, Protectiveness, weapons 6, range
Night Coat [-3]: +6 to stealth in the dark, see in the dark
Modular Abilities [-5]
Mythic Recovery [-6]
Mythic Speed [-6]
Mythic Strength [-6]
Perfected Domination [-6]
Physical Immunity [-6]: immune to all harm except holy objects
Refinement [-10]:
Evocation (Water, Earth, Fire, Air, Spirit): +1 Water Control, +2 Spirit Power, +3 Spirit Control
Thaumaturgy: +1 Entropomancy Complexity, +2 Weatherworking Complexity, +3 Necromancy Complexity, +4 Psychomancy Complexity
Foci: Staff (+1 Dracula Magic Offensive and Defensive Power and Control, +1 Dracula Magic Complexity and Thaumaturgy Control)
Enchanted Items: 4 slots, used for whatever Dracula feels like at the moment
Thaumaturgy [-3]
True Shapeshifting [-4]
Vampiric claws [-3]: weapons 6, resurrect dead people as vampires
Mythic Toughness [-6]
Mythic Stoicism [-6]
Mythic Image [-6]: +3 armor to social, +6 social stress boxes
Mythic Willpower [-3]: +6 hunger stress boxes
Dracula Magic [-4]
Description: Dracula has a magic of his own. It's not clear exactly why; perhaps he's simply too powerful not to have his own brand of magic.
Sponsor: Dracula is the source of this magic.
Agenda: It's not entirely clear what Dracula wants.
Evocation: Dracula's Evocations generally work by manipulating blood, the weather, or people's minds. But the occasional necromantic blast is not unheard of.
Thaumaturgy: Dracula's rituals are generally associated with his curse, the weather, psychomancy, entropomancy, and necromancy.
Evothaum: Any ritual that could be cast with Dracula Magic may be cast with the speed and methods of Evocation.
Extra Benefits: Dracula Magic Evocations may be used to inflict mental stress. This costs five shifts; a weapon 2 mental attack is as difficult to cast as a weapon 7 physical attack. And so on.
Physical: OOOOOOOOOOOO armor-3
Mental: OOOOOOOOOOOO armor-3
Social: OOOOOOOOOOOO armor-3
Hunger: OOOOOOOOOOOO
Consequences
Mild any-2
Mild social-2
Moderate any-4
Moderate physical-4
Moderate mental-4
Moderate social-4
Severe any-6
Severe physical-6
Severe mental-6
Extreme any-8
Total Refresh Cost:
101
Refresh Total:
-41
Title: Re: Generic NPCs
Post by: Locnil on August 04, 2012, 12:25:33 PM
By Nick's been around a long long time, I actually meant Nicodemus's Aspect, been around a long long time.  :o

...Though, Nick's been around a long long time does have a nice ring to it.  ;D

Also, you might want to add a note stating what his other skills default to. I'm guessing Epic, but you might want to chose a skill or two that he does do all that well.

Imageless, IMO, should be an invoke/compel on his high concept, or maybe a [-0] power, since it seems to offer no mechanical benefit.

Assuming I remember the Incite Emotion rules correctly, it should be Weapon:4. If you pay an additional point of Refresh, you could make a custom upgrade allowing for Weapon:6, I suppose.

Under which skill does Know Yourself fall under? Come to think of it, you should probably add the skills to all the stunts.

Vampiric Claws should cost more than [-3]. Weapon:6 alone is worth that, let alone making more vamps. Unless, of course, you intended it to be a plot device thing, instead of a your allies are now mine thing.. No offence, but its hard to tell.

So, Feeding Dependency works on all abilities listed under it?

That's all I have to say. Looks like you put quite a good amount of work into it. If you ever use him in a game, let me know. I am fascinated with how high power characters impact games.   8)

Title: Re: Generic NPCs
Post by: Sanctaphrax on August 05, 2012, 03:10:12 AM
Vampiric Claws should cost more than [-3]. Weapon:6 alone is worth that, let alone making more vamps. Unless, of course, you intended it to be a plot device thing, instead of a your allies are now mine thing.. No offence, but its hard to tell.

So far as I can tell, making new vamps is free. At least, BCVs and RCVs don't pay anything for the ability normally.

Not sure if I'd let someone take Claws three times, though. Stacking limitations exist for a reason.
Title: Re: Generic NPCs
Post by: Locnil on August 05, 2012, 03:11:32 AM
So far as I can tell, making new vamps is free. At least, BCVs and RCVs don't pay anything for the ability normally.

Not sure if I'd let someone take Claws three times, though. Stacking limitations exist for a reason.

Depends on how it works. If he can make a new vamp in the middle of combat from someone he just killed, and have it fight for him, I'd say it's worth something.
Title: Re: Generic NPCs
Post by: zaczane on August 06, 2012, 05:42:30 AM
I lost power last night so my computer isn't charged so I can't do anything with Dracula to tonight cause his if from I'm iPod but I'll hange feeding dependency and I'll do the soils for he stunts also vamp claws should be -5 then cause it is mid battle type thing and I have already used him in a game just more as plot level not action lvl yet so I'll get back to you guys tomarrow when I get my compute charged
Title: Re: Generic NPCs
Post by: zaczane on August 09, 2012, 07:01:56 AM
Vladimir Dracula
High Concept: First of the Vampires
Other Aspects: Nicks been around a long long time,
Skills
Legendary++: Alertness, Athletics, Fists, Intimidation, Discipline
Legendary+: Endurance, Conviction, Presence, Lore, Deceit
Legendary: Weapons, Empathy, Rapport, Contacts, Resources
Stunts:
Know yourself: (lore) +2 to damage when fighting other vampires
Tough composer: (discipline) +2 to all discipline rolls dealing with feeding dependency
Resilient self-image: (conviction) able to take 2 extra mild mental consequences
No pain no gain: (endurance) able to take 2 extra mild physical consequences
Hunter: (survival)As an experienced hunter, you know how to track game in the outdoors. Gain +2 on any efforts to  ___use Survival to track something in the wilderness or other outdoor area.
Powers:
Blood Drinker [-1]: full heal after a feeding
Dracula Magic [-4]: his own magic (see below)
Echoes of the Beast [-1]: +2 to alertness for bat hearing
Evocation: [-3] (Water, Earth, Fire, Air, Spirit): +1 Water Control, +2 Spirit Power, +3 Spirit Control
___Foci: Staff (+1 Dracula Magic Offensive and Defensive Power and Control, +1 Dracula Magic Complexity and ___Thaumaturgy Control)
___Enchanted Items: 4 slots, used for whatever Dracula feels like at the momentFeeding Dependency [+1]: must ___feed on blood
Imageless[-1] cannot be photographed, no reflection
Incite Emotion [-8]: Fear, Lust, Rage, Protectiveness, weapons 6, range
Modular Abilities [-5]: change with form
Mythic Recovery [-6]: heal 3 mild consequences a scene
Mythic Speed [-6]: +6 to athletics
Mythic Strength [-6]: +12 to might when lifting/breaking, +3 to might when grappling, 4 stress supplementary hit Mythic Toughness [-6]: +3 armor to physical, +6 physical stress boxes
Mythic Stoicism [-6]: +3 armor to mental, +6 mental stress boxes
Mythic Image [-6]: +3 armor to social, +6 social stress boxes
Mythic Willpower [-3]: +6 hunger stress boxes grappling, +3 when modifying a skill with might, +6 to damage
Night Coat [-3]: +6 to stealth in the dark, see in the dark
Perfected Domination [-6]: create perfected Renfields
Physical Immunity [-6]: immune to all harm except holy objects
Refinement [-20]:
Thaumaturgy [-3]: +1 Entropomancy Complexity, +2 Weatherworking Complexity, +3 Necromancy ____Complexity, +4 Psychomancy Complexity
True Shapeshifting [-4]: Shapeshift into anything
Vampiric claws [-3]: weapons 6, resurrect dead people as vampires(see description #1 below)
Physical: OOOOOOOOOOOO armor-3
Mental: OOOOOOOOOOOO armor-3
Social: OOOOOOOOOOOO armor-3
Hunger: OOOOOOOOOOOO
Consequences
Mild any-2
Mild social-2
Moderate any-4
Moderate physical-4
Moderate mental-4
Moderate social-4
Severe any-6
Severe physical-6
Severe mental-6
Extreme any-8
Total Refresh Cost
Refresh Total:

Description #1
when an attack from vampiric claws hits it leave a sticky aspect on its victim called ???????? stating that when the victim dies they get reanimated as a black court vampire with
these skills at these levels(unless their original skills are higher)
great: discipline, fists
good: athletics, endurance, intimidation
fair: alertness
along with all these powers
claws [-1]
echoes of the beast [-1]
living dead [-1]
supernatural toughness[-4]
the catch [+3] Bram stoker weaknesses
feeding dependency[+1]
blood drinker [+1]
cloak of shadows [-1]
inhuman strength [-2]
inhuman speed [-2]
domination [-2]
gaseous form [-3]
total:-14 refresh
now only if the victim can accept all of these powers with out going into negative refresh (super mega ultra unlikely that they can) then and only then will they not have to serve Dracula's every whim

Description #2: Dracula has a magic of his own. It's not clear exactly why; perhaps he's simply too powerful not to have his own brand of magic.
Sponsor: Dracula is the source of this magic.
Agenda: It's not entirely clear what Dracula wants.
Evocation: Dracula's Evocations generally work by manipulating blood, the weather, or people's minds. But the occasional necromantic blast is not unheard of.
Thaumaturgy: Dracula's rituals are generally associated with his curse, the weather, Psychomancy, Entropomancy, and necromancy.
Evothaum: Any ritual that could be cast with Dracula Magic may be cast with the speed and methods of Evocation.
Extra Benefits: Dracula Magic Evocations may be used to inflict mental stress. This costs five shifts; a weapon 2 mental attack is as difficult to cast as a weapon 7 physical attack. And so on.
Title: Re: Generic NPCs
Post by: zaczane on August 18, 2012, 12:42:00 PM
Were-Carcharodon Megalodon
High concept: ultimate Apex predator
Other aspects: swallow you whole, hunter of the deep blue
Skills
Human form
Fantastic-alertness, athletics
Superb-endurance, might
Great good-fists, intimidation
Beast form
Fantastic- fists, might
Superb- athletics, alertness,
Great- intimidation, endurance
Powers
[-1] Aquatic
[-1] beast change: megalodon
[-1] claws
[-1] echoes of the beast: +2 to athletics when swimming
[+2] human form, involuntary change
[-6] unthinkable size
[-2] inhuman recovery
[-6] mythic toughness
[-4] supernatural speed
[-4] supernatural strength
[-1] supernatural sense: smell blood
[-1] mindless
Can use intimation skill
[-1] SUPERIOR HOLD
Description: For whatever reason, people you grab stay grabbed without any effort from you.
Skills Affected: Might
Effects:
Superior Hold. When you hold another character in a grapple, you may take a supplemental action to apply a Superior Hold to them. If you do so, you may continue to grapple them on subsequent turns without taking an action.
Swallow Whole. [+1] Gulp. You may only apply Superior Holds to characters smaller than you.
[-3] Mythical jaws (could be taken as specific mythical strength)
Description: your jaw strength is a thing out of legend—legends that feature you.
Skills affected: might
Same bonuses as mythical strength except only with the jaw
Physical stress-OOOOOOOOOO
3 physical armor
By specific strength I mean
Sharks and possible a few other creatures are not super strong but their jaws are
Other animals might only have strong legs, strong arms
This power can only apply to specific part of the body
Total refresh [-30]

mindless is actually pure instinctual rather than mindless and only takes affect when in were-form
Title: Re: Generic NPCs
Post by: Silverblaze on August 19, 2012, 06:19:54 PM
pretty sure unthinkable size is too big.
Title: Re: Generic NPCs
Post by: zaczane on August 20, 2012, 01:50:48 AM
well they are 70 feet long or bigger but i wrote this in about 3 minutes late last night but yeah i down grade that to titanic size [-4]
Title: Re: Generic NPCs
Post by: KnightOrbis on September 14, 2012, 03:51:17 AM
Different castes of the Canim from Codex Alera

Canim Warrior
High Concept:Canim of the Warrior Caste
Other Aspects:Wolven Invaders, Born to Fight

Skills:
5- Weapons, Athletics
4- Fists, Alertness
3- Discipline, Endurance
2- Intimidation, Bows (Guns), Might
1- Survival, Stealth, Presence, Conviction


Powers/Stunts:
-2 Inhuman Toughness
+0 The Catch, Unknown
-2 Inhuman Strength
-2 Inhuman Speed
-1 Claws
-2 Hulking Size
-1 Echoes of the Beast (Other Canim)

Stress:
Physical:0000+00+00 Armor:2 Steel Armor
Mental:000
Social:000





Title: Re: Generic NPCs
Post by: Mr. Death on September 14, 2012, 05:00:40 PM
Different castes of the Canim from Codex Alera

Canim Warrior
High Concept:Canim of the Warrior Caste
Other Aspects:Wolven Invaders, Born to Fight

Skills:
5- Weapons, Athletics
4- Fists, Alertness
3- Discipline, Endurance
2- Intimidation, Bows (Guns), Might
1- Survival, Stealth, Presence, Conviction


Powers/Stunts:
-2 Inhuman Toughness
+0 The Catch, Unknown
-2 Inhuman Strength
-2 Inhuman Speed
-1 Claws
-2 Hulking Size
-1 Over-Sized Weaponry (+2 to stress when wielding weapons a normal human couldn't)
-1 Echoes of the Beast (Other Canim)

Stress:
Physical:0000+00+00 Armor:2 Steel Armor
Mental:000
Social:000
I like it, though I don't like the Over-Sized Weaponry stunt. Wouldn't the bonus to stress be included by simply giving ridiculously huge weapons a higher weapon rating? That plus the Inhuman Strength is going to have these guys hitting for Weapon:5 or 6 already. That stunt would bump it up to Weapon:7 or 8, which is a little ridiculous.
Title: Re: Generic NPCs
Post by: KnightOrbis on September 14, 2012, 06:51:56 PM
I was kinda iffy about that too, i'll change it, even without it a few of these are a good threat to a decent sized party, I'm on
lunch break right now and will get the canim makers, ritualists, and hunters up later.
Title: Re: Generic NPCs
Post by: Sanctaphrax on September 14, 2012, 08:24:29 PM
Skills seem a bit high too. Good skills are professional-level, after all. Superb Weapons is something rather special.
Title: Re: Generic NPCs
Post by: Mr. Death on September 14, 2012, 08:27:07 PM
Skills seem a bit high too. Good skills are professional-level, after all. Superb Weapons is something rather special.
Well, the Warrior Caste in those books is supposed to be extremely good at what they do compared to the raider militia.
Title: Re: Generic NPCs
Post by: Sanctaphrax on September 14, 2012, 08:31:32 PM
Yeah, they're pretty Good. Maybe even Great.

Really, Good skills deserve more respect than they get.
Title: Re: Generic NPCs
Post by: Mr. Death on September 14, 2012, 08:52:02 PM
Yeah, they're pretty Good. Maybe even Great.

Really, Good skills deserve more respect than they get.
They really do. Problem is too many people take the Gamer mindset and put all the skills they use regularly at 4 or 5, so that anything less seems weak.

Hell, I think I have one PC in either of my games that the average Red Court Vampire can reliably hit with Fists.
Title: Re: Generic NPCs
Post by: Sanctaphrax on September 14, 2012, 09:08:34 PM
Nothing wrong with that. People can be badasses if they want to.

The problem is that sometimes badasses start thinking of themselves as average.
Title: Re: Generic NPCs
Post by: KnightOrbis on September 14, 2012, 10:41:04 PM
I was going from the books where I think something like two thousand of these warrrior caste killed nearly 600 battle hardened Aleran legionnaires in seven minutes with little losses themsleves even with furycraft against them and later a Cane killed half a dozen legionnaires single-handedly, I thought it warranted at least Great.

I was wondering how I should do the Canim sorcery, any ideas?
Title: Re: Generic NPCs
Post by: Sanctaphrax on September 14, 2012, 11:40:20 PM
They could do that with Good skills. Mooks don't get consequences, and these guys hit at weapon 5. Plus there are three point repeating three of them for each Aleran, and their Speed guarantees initiative for them.

If two thirds of them maneuvered and the other third attacked one Aleran each invoking two Aspects, they could kill most of the Alerans in the first exchange.
Title: Re: Generic NPCs
Post by: KnightOrbis on September 15, 2012, 03:49:54 AM
Makes sense if you put it that way, k I'll adjust it.
Title: Re: Generic NPCs
Post by: Sanctaphrax on September 16, 2012, 03:03:00 AM
So far as I can tell, Canim magic is just Ritual. The fast stuff that I remember seemed like a potion.

If I'm forgetting some fast stuff, then Channeling with the Blood Magic Custom Power ought to cover it.

You could write up a form of Sponsored Magic, I suppose, but it seems like a lot of hassle.
Title: Re: Generic NPCs
Post by: Locnil on September 17, 2012, 04:23:36 PM
The problem is that sometimes badasses start thinking of themselves as average.

A bit like Dresden, huh?  ;)

Though seriously, it's a pretty common trope in RPGs - you got all these things that supposedly mean you're hot shit, but then you look at the setting NPCs and realize you're small potatoes compared to them. This often leads to the phenomena you mentioned above.
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 09, 2012, 04:02:14 AM
As y'all have no doubt noticed, I've been making a lot of Powers and not many NPCs lately. This is going to change. Starting tomorrow, I'm going to try and stat as many custom-Power-using characters as possible. Because those effects should be used.

I'm probably going to start with symbiotic life-forms manufactured by a sinister corporation, because a person called Filby wrote some D&D stuff that I found inspirational. Plus I realized that Spiritual Symbiote works just as well for symbiotes that aren't spiritual.
Title: Re: Generic NPCs
Post by: KnightOrbis on October 09, 2012, 05:23:06 AM
Sweet looking forward to seeing em.
Title: Re: Generic NPCs
Post by: Locnil on October 09, 2012, 05:09:48 PM
Was planning on doing t myself, but since you're now doing NPCs (with custome powers, natch), how about John Taylor, from the Nightside series? Seems like he'd be a perfect fit for a non-heavyweight who nevertheless has the Eye of Providence power.
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 09, 2012, 10:16:38 PM
I've only read one Nightside book, so you'll need to describe the character to me.

Anyway, now for some symbiotes.

As expected, this is causing me to notice problems with the Powers I'm using. For example, Spiritual Symbiote when applied to a non-spiritual symbiote is worded in a way that implies that the symbiote leaves behind a helpless and fragile body when merged with someone. Which is not how it should be.

So I thought about it and I realized that I couldn't think of a single character concept that left behind their body while symbiotizing someone. So I'm going to make it so that even physical symbiotes merge with their hosts.

Also you should be allowed to purchase Limitation multiple times.

Extra Appendages should allow spray grapples, and I think Superb Coordination might be strictly worse than Excellent Coordination.

Dalecorp 2012 Catalogue

Hello and welcome, valued customer, to Dalecorp's 2012 catalogue. If you've read our 2011 catalogue, you may think you know Dalecorp's offerings pretty well. But this catalogue will show that you're wrong.

Recent advances in symbiotic technology have made all previous Dalecorp models obsolete. A single item from the 2012 line offers more power than the entire 2011 line together.

If you miss out on this chance to equip your soldiers, you will very likely be killed by the soldiers of people who made better purchasing choices.

Warning: Dalecorp products are sapient and not very nice. They have been known to murder "unworthy" hosts in their sleep. Do not attach them to anyone who is not expendable.

Tentacle Whip (Hydrophobic)

While Dalecorp has offered Tentacle Whip (TM) models before, the 2012 Tentacle Whip (TM) is something new. It no longer requires direction while attached to a host. It is now fully capable of fighting on its own, and can beat a man to death from across the room while its host eats lunch.

Attach the Tentacle Whip (TM) to whatever body part you please.

High Concept: Symbiotic Tentacle Whip
Other Aspects: Outsider Technology, Malevolent Intelligence
Skills:
Good: Fists
Fair: Lore, Might
Average: Endurance, Scholarship, Athletics
Powers:
Spiritual Symbiote [-1]
Extra Appendages (Superb Coordination x2) [-4]
Long Reach [-1]
Diminutive Size [-1]
Total Refresh Cost:
-7
Refresh Total:
-5

Crushing Claw (Hydrophobic)

The Crushing Claw (TM) is an entirely new addition to our catalogue, but it's sure to be a classic. It offers a retractable edge sharp enough to cut steel, and the strength to use that edge. When you grab something with the Crushing Claw (TM), it stays grabbed.

The Crushing Claw (TM) is placed on a shoulder, and acts as an arm. If another arm is present, it will envelop it.

High Concept: Symbiotic Claw-Arm
Other Aspects: Outsider Technology, Malevolent Intelligence
Skills: 
Good: Fists
Fair: Might, Lore
Average: Endurance, Scholarship, Alertness
Stunts:
Vice Grip (Might): +1 to maintain a grapple.
Powers:
Spiritual Symbiote [-1]
Potent Natural Weaponry [-2]
Inhuman Strength [-2]
Diminutive Size [-1]
Total Refresh Cost:
-7
Refresh Total:
-5

Living Breastplate (Hydrophobic)

The Living Breastplate (TM) is an old classic, now updated with a wrapping of faerie skin. Not much to say about this one...it's tough, it's cheap, it's a great way to keep your biological combat assets functional for longer.

The Living Breastplate (TM) should be allowed to wrap itself around the torso for best results.

High Concept: Living Armour
Other Aspects: Outsider Technology, Malevolent Intelligence
Skills: 
Good: Endurance
Fair: Lore
Average: Scholarship, 
Stunts:
Ablative Armour (Endurance): 1 additional mild physical consequence.
Fey-Skin Wrapper (Endurance): +1 physical armour as long as there's no iron present.
Powers:
Spiritual Symbiote [-1]
Supernatural Toughness [-4]
Limitation (Holy attacks ignore Toughness) [+1]
Diminutive Size [-1]
Total Refresh Cost:
-7
Refresh Total:
-5

Brain Bug (Hydrophobic)

Not all minions are violent. You need thinkers working for you too. But most minions just aren't that smart...fortunately, Dalecorp has the answer. Stick a Brain Bug (TM) into one of your advisers, and watch his intelligence balloon.

As the name suggests, the Brain Bug (TM) should be inserted into its host's head.

High Concept: Symbiotic Library-Bug
Other Aspects: Outsider Technology, Malevolent Intelligence
Skills: 
Good: Lore
Fair: Scholarship, Craftsmanship
Average: Deceit, Intimidation, Performance
Powers:
Spiritual Symbiote [-1]
Superior Searchable Dangerous Mental Library [-5]
Diminutive Size [-1]
Total Refresh Cost:
-7
Refresh Total:
-5

Internal Doctor (Hydrophobic)

Medical treatment is expensive, and not terribly effective. But you have to provide it or people will complain. Unless, of course, you provide your minions with Internal Doctors (TM). If you provide your minions with Internal Doctors (TM), they'll never need health care. And they'll never complain about pain, because it'll all be blocked out by their symbiotes.

The Internal Doctor (TM) should be swallowed, to facilitate its journey towards the stomach.

High Concept: A Doctor In Your Stomach
Other Aspects: Outsider Technology, Malevolent Intelligence
Skills: 
Good: Endurance
Fair: Scholarship, Lore
Average:
Stunts:
Instant Medication (Endurance): +2 to defend against poisons and diseases.
Powers:
Spiritual Symbiote [-1]
Feel No Pain [-3]
Inhuman Recovery [-2]
Limitation (Holy attacks bypass Feel No Pain and Recovery) [+1]
Diminutive Size [-1]
Total Refresh Cost:
-7
Refresh Total:
-5

Engel (Snorkelling)

While all Dalecorp products are biotechnological miracles, the Engel (TM) is something special. Even without a host it's a weapon of mass destruction. Implant it into someone and watch them become something very much like an angel. But more shadowy, and with more tentacles.

While implanting a symbiote into yourself is rarely advisable, you may want to make an exception for the Engel (TM). If you can persuade it that your superior intellect deserves the service of its superior strength, you can become something more than human. Be careful, though: if your strength is insufficient, it may end up controlling you.

The Engel (TM) is not implanted; rather, it envelops its host. If it must be concealed, it retracts into its host's skin.

High Concept: Symbiotic Superweapon
Other Aspects: Searching For A Worthy Host, Outsider Technology, Malevolent Intelligence
Skills: 
Superb: Fists, Athletics
Great: Alertness, Stealth, Might
Good: Endurance, Conviction, Discipline
Fair: Lore, Scholarship, Intimidation
Average: Presence, Deceit, Investigation
Stunts:
Tentacle Grab (Fists): Use Fists to grapple.
Tight Grip (Fists): +1 to maintain grapples.
Teamwork (Fists): +1 to attack when merged with another being.
Powers:
Spiritual Symbiote [-1]
Spiritual Co-Pilot [-1]
Cloak Of Shadows [-1]
Wings [-1]
Blood Drinker [-1]
Selective Potent Natural Weaponry [-4]
Superior Hold [-2]
Extended Reach [-2]
Supernatural Strength [-4]
Supernatural Toughness [-4]
Supernatural Speed [-4]
Supernatural Recovery [-4]
Feel No Pain [-3]
Limitation (Holy attacks ignore Toughness and Recovery and Feel No Pain) [+3]
Extra Appendages (Excellent Coordination x2) [-4]
Spiritual Co-Pilot [-1]
Human Guise [-0]
Limitation (Spiritual Co-Pilot and Human Guise only apply when acting as a symbiote) [+0]
Total Refresh Cost:
-37
Refresh Total:
-24
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 13, 2012, 07:31:36 PM
...I expected more of a response. Oh well.

Locnil, do you still want me to try John Taylor? Because I still need a description of him to do that.

On an unrelated note:

Magical Merchant (On The Beach)

Magic, like everything else, can be bought and sold. But most wizards have better things to do than worry about business. So entrepreneurs gather around groups of wizards, like those little birds that eat scraps out of the teeth of crocodiles. Some of these entrepreneurs are magically-weak members of wizard families, others are just hustlers looking for a break. All of them tend to have a few magical trinkets on hand at any given time.

High Concept: Magic Dealer
Other Aspects: Salesman, Very Odd Inventory
Skills:
Good: Resources, Contacts
Fair: Empathy, Rapport, Deceit
Average: Presence, Discipline, Lore
Stunts:
Magical Merchant (Resources): +2 to obtain or already have occult goods.
Powers:
Bag Of Tricks (More Trinkets) [-2]
Total Refresh Cost:
-3
Refresh Total:
1

Pyrokinetic (Hydrophobic)

There are government agencies in some countries that seek to control magic. They rarely have much luck, but occasionally they acquire partial successes.

For example, there's one that's managed to awaken pyrokinetic abilities in their test subjects through drugs and brutal training. This is not very healthy for the test subjects in question and as yet the resulting psychics are no more useful in a fight than an ordinary soldier...but they're working on it.

High Concept: Pyrokinetic
Other Aspects: Government Test Subject, Mentally Broken
Skills:
Good: Discipline
Fair: Athletics, Alertness
Average: Conviction, Endurance, Fists
Powers:
Incite Avoidable Physical Effect At Range (Fire, with Discipline) [-3]
Total Refresh Cost:
-3
Refresh Total:
-1
Title: Re: Generic NPCs
Post by: KnightOrbis on October 13, 2012, 08:28:28 PM
These are all great, I like the idea that some government agency is creating all of these, It's giving me many ideas to bring to my group.

Can you do a more powerful version of a psychic, like maybe Submerged.
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 14, 2012, 03:31:43 AM
Sure. I was planning a telepath and a telekinetic anyway.
Title: Re: Generic NPCs
Post by: Locnil on October 14, 2012, 05:37:43 AM
Actually, I though I'd give it a try myself. Reading through the books again, it's uncanny what a perfect fit the Nightside is for the DFRPG. And the Secret Histories, as well.
Title: Re: Generic NPCs
Post by: Taran on October 17, 2012, 05:32:49 PM
I only recently discovered this thread...more accurately, I always new it was here and only recently read through it all.  It's great work and I have to say that I've been busy with my "Ctrl C/V" so that I can steal NPC's for my own use.  Would you consider doing a few NPC's specific to a setting?

A good natured and charismatic old Merchant who sells charms/trinkets/protections.  (he's not even sure if they actually work)
He travels the country-side on a cart pulled by an ox.
He's actually a spy for a neighbooring country.  So his whole merchant thing is a charade.
I'd put him around waist deep.  He doesn't fight at all and prefers to flee or surrender.

I'd planned to do this stuff myself, but you're so much better with the custom stunts/powers than I am.
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 17, 2012, 09:26:13 PM
Sure, I can write up that guy.

But it seems to fit the Spare Character Concepts thread better than this one, so I'll do it there.
Title: Re: Generic NPCs
Post by: Belial666 on October 18, 2012, 07:48:24 PM
Elite Spartan Warrior (Feet In The Water)

High Concept: Shieldline Spearman
Other Aspects: With Your Shield Or On It, Come And Get Them
Skills:
Great: Weapons, Endurance
Good: Discipline, Athletics
Fair: Fists, Conviction
Average: Survival, Might
Stunts:
Weapon Focus: Polearms (+1 attack with polearms)
Weapon Specialization: Polearms (+2 damage with polearms)
Shield Mastery (+2 defense with weapons when using a shield)
Shield-line (+1 armor when participating in a line formation of at least 3 warriors who all have shields and this stunt)
Emotionless Mask (use Discipline to intimidate when wearing a full-face helmet)
Equipment:
Heavy spear (w3 melee)
Heavy shield (can use weapons to defend against most ranged attacks)
Full-faced greek helmet
Hoplite armor (armor 2. +1 vs slashing melee, -1 vs guns or energy)
Total Refresh Cost:
-6
Refresh Total:
3 (true mortal)



PS:
Assuming not very bad rolls, a spartan warrior can beat a black court vampire. Is this awesome or what?
Title: Re: Generic NPCs
Post by: Mr. Death on October 18, 2012, 08:32:27 PM
Looks good, aside from my dislike of the Weapon Focus and Weapon Specialization stunts.
Title: Re: Generic NPCs
Post by: Locnil on October 20, 2012, 04:51:56 AM
No need to specify Spartan, really - it seems like an average, well-trained, well-equipped phalanx warrior, really. As for the BCV thing, well, it's not like they are optimized write-ups in the first place, unlike the Spartan.
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 21, 2012, 12:54:51 AM
How many types of well-trained, well-equipped phalanx warriors are there, anyway?

Telepath (Feet In The Water)

Government psionics programs rarely manage to create telepaths without breaking them. But employing existing telepaths is substantially easier. When word of a child with mental powers reaches the ears of the government, the child is kidnapped and trained to serve as an agent. They're turned loose to serve their masters before puberty and killed off in their late teens, because if you let your psychic slaves grow up they tend to fight back.

High Concept: Telepath
Other Aspects: Government Agent, Kidnapped And Indoctrinated, Really Young
Skills:
Great: Discipline
Good: Contacts, Deceit
Fair: Resources, Investigation, Alertness
Average: Conviction, Presence, Stealth, Burglary
Powers:
Greater Compulsive Weaponized Telepathy [-5]
Total Refresh Cost:
-5
Refresh Total:
1

Telekinetic (Feet In The Water)

Though the government tries to control all psychic powers, it can't. Telekinesis, in particular, is hard to control because it generally becomes noticeable when the psychic is in their teens. And teenagers with superhuman abilities almost always fight back when you try to kidnap them.

So the typical telekinetic is a fugitive kid.

High Concept: Telekinetic
Other Aspects: Hunted By The Government, Teenage Immaturity, Surprisingly Capable
Skills:
Great: Conviction, Discipline
Good: Athletics, Alertness
Fair: Stealth, Deceit
Average: Endurance, Rapport
Powers:
Telekinesis (Metaphysical Inhuman Strength) [-5]
Total Refresh Cost:
-5
Refresh Total:
1

Greater Pyrokinetic (Submerged)

Very few pyrokinetics remain sane after attaining their powers. Those that do tend to be the strongest of their kind.

So if you run into a pyrokinetic person who isn't obviously psychologically damaged, you should be afraid. They're clearly pretty badass.

Most sane pyrokinetics work for the people who created them, as assassins or as anti-supernatural warriors.

High Concept: Pyrokinetic
Other Aspects: Government Test Subject, Super Prototype, Still Sane, Professional Killer
Skills:
Superb: Discipline
Great: Alertness, Stealth, Conviction
Good: Endurance, Deceit, Intimidation
Fair: Athletics, Might, Investigation
Average: Presence, Empathy, Burglary
Stunts:
You Are Kindling (Discipline): Inflict +2 stress with fire attacks against anyone wearing something flammable.
Shield Of Fire (Discipline): +2 to defend against unarmed attacks and attacks with flammable projectiles.
Powers:
Incite Potent Protective Persistent Avoidable Mass Physical Effect At Range (Fire, with Discipline) [-7]
Total Refresh Cost:
-9
Refresh Total:
1
Title: Re: Generic NPCs
Post by: Locnil on October 21, 2012, 06:09:57 PM
I know that pyrokinesis is Incite Effect, but where did you get the other powers?
Title: Re: Generic NPCs
Post by: Sanctaphrax on October 21, 2012, 08:02:26 PM
It's all on the list (https://www.dropbox.com/s/eclun6icxi51vk7/Custom%20Powers%20Master%20List%20%28V3%29.odt?dl=0).
Title: Re: Generic NPCs
Post by: Quazar on November 19, 2012, 09:35:37 PM
Dude... can we stat the Slenderman?
Title: Re: Generic NPCs
Post by: HumAnnoyd on November 19, 2012, 10:45:11 PM
Quote
It's all on the list.

Is there any way you can make a version of the list in standard word or as a text file or something?  I am having some strange formatting issues with your file.
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 20, 2012, 04:54:27 AM
Not easily. I don't own Microsoft Word.

The program I use is LibreOffice, which is available for free online. So you could download that.

Alternately, you could head over to the Custom Power thread. Page 52 contains a fairly recent copy-paste of the list.

As for slenderman, it's been done (http://www.jimbutcheronline.com/bb/index.php/topic,18191.90.html).
Title: Re: Generic NPCs
Post by: HumAnnoyd on November 20, 2012, 10:42:06 PM
Cool.  Thanks.
Title: Re: Generic NPCs
Post by: Sanctaphrax on November 24, 2012, 12:08:13 AM
In keeping with the ongoing attempt to make NPCs with custom Powers, here's something with Variable Abilities and Supernatural Martial Arts.

Keeper Of The Talismans Of Shendu (Submerged)

Once there was a demon called Shendu. It was powerful and evil, etc. Then a righteous warrior defeated him and turned him into a statue. His power was sealed into twelve talismans.

The talismans are a source of great power, and if brought to the statue of Shendu could revive the demon. And so to this day the last descendent of the righteous warrior who defeated Shendu guards the talismans. Unfortunately, he's old and soon he'll die. If only he'd had children while he could, there'd be someone to take up his mantle.

High Concept: Keeper Of The Talismans Of Shendu
Other Aspects: Lives In A Cave On Top Of A Mountain, Ancient Master Of Martial Arts, Shendu Must Be Kept Sealed, Last Of The Keepers
Skills:
Superb: Fists
Great: Lore, Discipline, Athletics
Good: Conviction, Endurance, Alertness
Fair: Survival, Stealth, Might
Average: Presence, Intimidation, Investigation
Stunts:
Martial Artist (Fists): Fists +1 for Assessments and Declarations to do with combat.
Powers:
Variable Abilities (Talismans Of Shendu 3) [-6]
Supernatural Martial Arts (Enhanced Accuracy, Enhanced Defence, Enhanced Damage, Spectral Strike, Distant Strike, Whirlwind Attack) [-2]
Total Refresh Cost:
-9
Refresh Total:
1
Title: Re: Generic NPCs
Post by: Locnil on December 03, 2012, 04:51:48 AM
Forgot to ask - are these compiled anywhere? Preferably, with an index and links?
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 03, 2012, 05:04:37 AM
There's no complete index.

But I've got the first 214 NPCs from this thread in a folder on my computer, which I can share with you if you have Dropbox.

Also, the wiki has 91 NPCs. All of them are in my folder, though.

I've been rather lazy when it comes to the wiki, because my collaborators haven't been around. The Mighty Buzzard seems to be coming back, though, so maybe that'll change soon.
Title: Re: Generic NPCs
Post by: Locnil on December 03, 2012, 08:20:38 AM
I'll see about getting it now. Also, looks like I forgot all about John Taylor... arglebargle.

Edit: Right, got it. Now how do I get the file?
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 04, 2012, 07:03:29 AM
Tell me the name your Dropbox account is in, and I'll try to share the folder with you.

Never done this before, but I think it'll work.
Title: Re: Generic NPCs
Post by: Locnil on December 04, 2012, 12:52:19 PM
Try [Censored].
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 04, 2012, 09:44:13 PM
Okay, I tried. Let's see if it works.

Another experiment, to try out something I just discovered: does this link (https://www.dropbox.com/sh/r9meq6zusmu94xe/Sk9ZNGvIzW) work?

If so, maybe you didn't need Dropbox after all. Sorry if getting it turns out to have been an unnecessary hassle.
Title: Re: Generic NPCs
Post by: Locnil on December 05, 2012, 02:20:02 AM
Yup, the link worked. Thanks!
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 05, 2012, 09:12:34 PM
You're very welcome.
Title: Re: Generic NPCs
Post by: HumAnnoyd on December 07, 2012, 03:55:03 PM
Very cool.  I just downloaded that too.  Thanks!!!  Your NPCs have been very useful when I run my games.  Having an easy access list is a wonderful thing indeed.
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 08, 2012, 02:02:19 AM
You're welcome and thank you.
Title: Re: Generic NPCs
Post by: Mrmdubois on December 26, 2012, 04:17:16 AM
How would you model a boogeyman ala Terry Pratchet?  I imagine the Walking Corpse power, Incite Fear, Cloak of Shadows and maybe Supernatural Recovery with a Catch of children's blankets...I'd kind of like to see a build though.
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 26, 2012, 07:49:44 AM
I don't know much about Discworld bogeymen...going by your description and a glance at Wikipedia:

Bogeyman (Hydrophobic)

High Concept: Bogeyman
Other Aspects: I Look Like Your Worst Fear, Vulnerable To Blankets, Fuelled By The Nightmares Of Children
Skills:
Good: Intimidation
Fair: Deceit, Stealth
Average: Alertness, Investigation, Burglary
Powers:
Incite Fear At Range [-2]
Emotional Vampire [-1]
Semi-Animate/Living Dead [-1]
Cloak Of Shadows [-1]
Limitation/The Catch (blankets) [+2] on:
Supernatural Recovery [-4]
Total Refresh Cost:
-7
Refresh Total:
-5
Title: Re: Generic NPCs
Post by: vultur on December 28, 2012, 02:00:31 AM
Versions of the spectres/ancient spirits from DB:

High Concept: Spectral Grunt
Other Aspects: Necromancer's Slave

Skills

Good (+3): Guns, Intimidation
Fair (+2): Alertness, Athletics, Fists
Average (+1): Conviction, Endurance, Might

Powers
Inhuman Strength [-2]
Supernatural Recovery [-4]
   The Catch [+0]: ghost dust and other things specifically designed to disrupt ghosts/ectoplasm

Stress
Mental ooo
Physical ooo
Social oo

Total Refresh Cost: -6
Remaining Refresh: -2


Notes: A fairly undistinguished warrior-spirit. This might represent the Civil War spectres from DB.


High Concept: Spectral Footsoldier
Other Aspects: Necromancer's Slave, Ancient Spirit

Skills

Great (+4): Weapons
Good (+3): Alertness, Intimidation
Fair (+2): Athletics, Fists
Average (+1): Conviction, Might, Presence, Stealth

Powers
Inhuman Speed [-2]
Inhuman Strength [-2]
Inhuman Toughness [-2]
Supernatural Recovery [-4]
   The Catch [+0]: ghost dust and other things specifically designed to disrupt ghosts/ectoplasm
Stress
Mental ooo
Physical ooo(oo) Armor:1
Social oo

Total Refresh Cost: -10
Remaining Refresh: -4


Notes: This is more like the Cahokian warrior-spirits from Dead Beat, older and stronger.
Title: Re: Generic NPCs
Post by: Sanctaphrax on December 28, 2012, 08:48:45 AM
They don't have Spirit Form?

Actually, now that I think about it, that's definitely a good choice. Good on you.

I think you mis-valued that Catch, though. Research would reveal that weakness, and any Wizard can make ghost dust.

PS: Is the second ghost supposed to be Feet In The Water? If so, shouldn't it have another 2 skill points?
Title: Re: Generic NPCs
Post by: vultur on December 28, 2012, 11:21:31 PM
They don't have Spirit Form?

Actually, now that I think about it, that's definitely a good choice. Good on you.

Yeah, these are "solidified" ghosts - based on the Spectre in OW, just with better powers, since two Inhumans isn't really enough for the "ancient spirits".

Quote
I think you mis-valued that Catch, though. Research would reveal that weakness, and any Wizard can make ghost dust.

Hmm, good point. I put +0 because the OW Spectre has it as +0, but yeah, it ought to be at least +1.

Quote
PS: Is the second ghost supposed to be Feet In The Water? If so, shouldn't it have another 2 skill points?

Yes, oops.
Title: Re: Generic NPCs
Post by: Sanctaphrax on January 17, 2013, 11:09:35 PM
Remember this guy?

Telekinetic (Feet In The Water)

Though the government tries to control all psychic powers, it can't. Telekinesis, in particular, is hard to control because it generally becomes noticeable when the psychic is in their teens. And teenagers with superhuman abilities almost always fight back when you try to kidnap them.

So the typical telekinetic is a fugitive kid.

High Concept: Telekinetic
Other Aspects: Hunted By The Government, Teenage Immaturity, Surprisingly Capable
Skills:
Great: Conviction, Discipline
Good: Athletics, Alertness
Fair: Stealth, Deceit
Average: Endurance, Rapport
Powers:
Telekinesis (Metaphysical Inhuman Strength) [-5]
Total Refresh Cost:
-5
Refresh Total:
1

Since I just revised Telekinesis, I should revise his stats as well. If you want to use him with the new and improved Telekinesis, replace his one and only Power with

Enhanced Telekinesis [-3]
Inhuman Strength [-2]
Title: Re: Generic NPCs
Post by: Hick Jr on February 10, 2013, 02:48:49 AM
Soo, because I was bored, I wrote up Kvothe the Arcane, of the Kingkiller Chronicle. The magic system there is almost Sanderson-esque in it's complexity, but it bears enough fundamental resemblances to the DV that I was able to adapt it. Kvothe has a boatload of Fists, Deceit, Performance, and Lore stunts along with his Naming and Sympathy. The Naming i'm choosing to represent as Incite Effect, and the Sympathy as Thaumaturgy. Kvothe is a specialist crafter. I'm having difficulty on choosing what skill he uses for Incite Effect though. Discipline is boring and he already uses it for sympathy, his Conviction isn't very high, and having it be Performance is overpowered despite it making the most sense. For now it's Discipline, but I'm open to suggestions. He should be up by tonight.
Title: Re: Generic NPCs
Post by: Hick Jr on February 10, 2013, 03:17:45 AM
Name
Kvothe
“Kvothe the Arcane, Kvothe Kingkiller, Kvothe the Bloodless, Maedre, Lightfinger, Shadicar, Dulator, Six-String”
High Concept
Fledgling Namer/Living Legend
Trouble
The Chandrian Killed My Troupe
Other
“The best musician you will ever hear or see from a distance”, Impossibly Fast Learner, Perpetual Poverty, Edema Ruh, Namer-To-Be, Speaks in Sevens

Skills
Epic: Performance
Fantastic: Lore, Discipline
Superb: Scholarship, Alertness
Great: Athletics, Fists, Deceit
Good: Burglary, Presence, Stealth
Fair: Survival, Rapport, Endurance
Average: Conviction, Craftsmanship, Intimidation, Investigation

Stunts
Martial Artist (Fists)
The Ketan (Fists): As Armed Arts, applying to swords.
Lethal Weapon (Fists)
Redirected Force (Fists)
No Pain, No Gain (Endurance)

Takes One To Know One (Deceit)
Pickpocket (Deceit)
Calm Blue Ocean (Discipline)

Occultist (Lore) (The Chandrian, the Amyr)
Method Actor: A good actor can slip into his role so completely that his original self is consumed. Pick a type of being. You may use your Performance skill instead of your Deceit skill to impersonate that type of being. When disguising yourself as that type of being, your disguise can stand up to more than casual scrutiny.
Acting Scary: (Requires Method Actor) Even a totally harmless person can pretend to be something terrifying. While using Method Actor to disguise yourself, you may use your Performance skill instead of your Intimidation skill.
Lyric (Performance): You’re arguably the greatest bard in the world. Gain a +2 to Performance when using a Lute, and it's considered to be 2 higher when modifying a social skill.
Sympathist (Lore): You are an arcanist, capable of powerful sympathy. You use Discipline in place of Lore to determine the base Complexity of your thaumaturgic rituals.
“Alar Like A Blade of Ramston Steel” (Discipline): Exactly what it says on the tin. Your Alar, the mental exercise that allows you to perform magic, is impeccable. Gain a +2 to your Discipline when using it for sympathy or any other type of magic governed by Alar.
Powers
Incite Effect (Naming) (At Range, Potent, Physical, Mental, Mass, Restrictive) [-7]
The Sight [-1]
Limitation [+?] (Only while his sleeping mind is awake for the Sight, and doing any naming requires a Compel, or an Invocation and spending a Fate Point to turn on the power for the scene.)
Thaumaturgy [-3] (+1 Crafting Power) (2 Focus Slots)
Refinement [-5] (Crafting Strength +3, Crafting Frequency +2, 5 Focus Slots)
Total Refresh Cost: -33

Focus Slots (1 Slot)
Artficery Tools (+1 Crafting Frequency)
Enchanted Items (12 Slots)
The Shaed (Acts as a 10-shift veil 5 times per session) [3 slots]
Caesura (See Warden Sword- Blade is Weapon:4) [2 Slots]
The rest are potion slots. [7 Slots]

Title: Re: Generic NPCs
Post by: Sanctaphrax on February 11, 2013, 04:09:38 AM
I don't know the source material, so this is just a mechanical critique.

You need to specify a type of being for Method Actor.

The Alar stunt is too good. Compare it to Refinement.
 
Lyric might be a touch too good. Or maybe not, I dunno.

Sympathist shouldn't exist. No double-dipping on casting skills.

Not sure what the problem with using Performance for Incite Effect is. As long as it's understood that Lyric doesn't boost it, of course.

Crafting Strength and Crafting Power are the same thing.

I only count 30 Refresh spent, not counting Limitation.

Not sure what's up with Caesura.
Title: Re: Generic NPCs
Post by: Hick Jr on February 12, 2013, 02:48:43 AM
Well, hideous mechanical errors are to be expected in a character I wrote up during one of my sleep-deprivation binges. In order-
-Humans.

-Okay. I'll remove it.

-Lyric is based directly off Poet from YS. I basically just altered some phrasing. Again, it's an accurate representation of how good he is at playing a lute.

-Mechanically, it's the only way I could get Thaumaturgy to reconcile with how sympathy is done in the novels. It doesn't matter much anyway, seeing as how his Lore and Discipline are the same.

-My quibble was that some cheesemeisters might interpret it as increasing it for that purpose, which is why I left it at discipline.

-Typo. I'll edit that.
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 12, 2013, 05:04:07 AM
Double-dipping casting skills is bad news regardless of relative rating. Spending 1 Refresh on literally nothing isn't good, generally.

And honestly errors are to be expected whenever statting anything this big. The numbers get a bit out of control, you know?
Title: Re: Generic NPCs
Post by: Hick Jr on February 12, 2013, 05:16:04 AM
True. And I slip in and out of cohesion when it comes to writeups. Sometimes things turn out well, and you get cool templates and sponsored magic. And sometimes they don't, and you get awful Jade Court ideas and dodgy homebrew stunts.
Title: Re: Generic NPCs
Post by: Sanctaphrax on February 12, 2013, 05:17:43 AM
I liked your Jade Court idea, actually.
Title: Re: Generic NPCs
Post by: S1C0 on March 30, 2013, 07:17:10 PM
at Sanctaphrax
i have an idea for an npc enemy could you help me with this
my idea is similar to d&d's woodling template but with a cursed by an evil nature elemental
to attack/transform into an enemy the way they would get cursed is any living thing that
steps or crosses a ring of toadstools gets the curse
a varaiety of things would help more mabey give them a sponsor and mythic recovery catch fire/cold
Title: Re: Generic NPCs
Post by: Sanctaphrax on March 31, 2013, 03:26:50 AM
Okay.

So basically becoming one of these wood creatures would be a take-out effect. It would change your High Concept and it would give you some Powers.

So I think your idea would probably work best as a Template, like Red Court Infected.

Other than quick healing, what do you get from becoming a wood creature? Do you become stronger? Tougher? Able to speak to trees?
Title: Re: Generic NPCs
Post by: S1C0 on March 31, 2013, 05:02:46 AM
a form of sponsor magic perhaps Nature or plant elemental
the powers are able to adapt to promote more debt
Title: Re: Generic NPCs
Post by: Sanctaphrax on March 31, 2013, 05:08:05 AM
Not sure what you mean by adapting to promote more debt, but there's plant magic on the Sponsored Magic list. It looks like this:

PLANT MAGIC [-4]
Description: You draw upon the power of the world's plant life. It's a pretty simple form of magic, but a powerful one.
Sponsor: The collective ur-mind of all plants everywhere.
Agenda: Plants are not smart enough to have an actual agenda, but as a general rule plants like growing and dislike dying.
Evocation: Plant evocations work by creating and manipulating plants. Surprise!
Thaumaturgy: Plant Magic can be used to cast rituals that have to do with plants. It can make plants grow, give plants magical properties, create plant matter out of nowhere, turn people into plants, and so on.
Evothaum: Spells that make plants grow can be cast with Evocation's speed and methods using Plant Magic.
Extra Benefits: You get the Echoes Of The Beast Power, with plants as your beast. This adds one to your Alertness and Survival skills in plant-rich areas and lets you talk to plants.

That work for you?
Title: Re: Generic NPCs
Post by: S1C0 on April 01, 2013, 04:37:18 AM
It looks to be a good template for a new sponsor that would mention a cursed plant lifeform
type deal thanks for the suggestion how wpuld a npc that has that going on look like
Title: Re: Generic NPCs
Post by: Sanctaphrax on April 01, 2013, 04:47:32 AM
Here (http://www.jimbutcheronline.com/bb/index.php/topic,31204.msg1790492.html#msg1790492)'s one example.
Title: Re: Generic NPCs
Post by: S1C0 on April 01, 2013, 04:57:09 AM
That would be a good random encounter
how about a fungus pit monster a trap hole
of digestion possibly make it venomous 
Title: Re: Generic NPCs
Post by: Sanctaphrax on April 01, 2013, 05:18:58 AM
Sure, I could do something like that.

But not right now. Too tired to stat things tonight.
Title: Re: Generic NPCs
Post by: Sanctaphrax on April 01, 2013, 06:14:26 PM
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
Title: Re: Generic NPCs
Post by: Troy on May 03, 2013, 02:49:00 PM
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.
Title: Re: Generic NPCs
Post by: S1C0 on May 06, 2013, 06:31:35 AM
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
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 07, 2013, 02:21:22 AM
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
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 07, 2013, 02:44:36 AM
Courier Capsule (Hydrophobic)

Complexity 13 to create.

High Concept: The Magical Equivalent Of A Carrier Pigeon
Other Aspects: Flies Like A Fly, One Track "Mind", Doesn't Know How To Give Up
Skills:
Good: Athletics
Fair: Stealth, Alertness
Average: Endurance, Might, Survival
Powers:
Mindless [-0]
Supernatural Sense [-1] (Can sense direction to destination)
Diminutive Size [-1]
Magical Compartment [-1]
Wings [-1]
Inhuman Speed [-2]
Total Refresh Cost:
-6
Refresh Total:
-4

Flying Harness (Feet In The Water)

Complexity 23 to manufacture.

High Concept: The Magical Equivalent Of A Jetpack
Other Aspects: Really Freaking Fast, Controlled By Verbal Commands
Skills:
Great: Athletics, Might
Good: Endurance, Fists
Fair: Alertness, Stealth
Average: Investigation, Lore
Stunts:
Person Carrier (Might): +2 to Might for lifting.
War Mount (Athletics): +2 to Athletics for dodging while someone is inside.
Powers:
Mindless [-0]
Open Magical Compartment [-3]
Wings [-1]
Supernatural Speed [-4]
Total Refresh Cost:
-10
Refresh Total:
-4

Flying Saucer (Feet In The Water)

Complexity 34 to construct.

High Concept: The Magical Equivalent Of A Black Helicopter
Other Aspects: Tractor Beam, UFO, Needs A Pilot
Skills:
Great: Might, Athletics
Good: Guns, Endurance
Fair: Alertness, Investigation
Average: Survival, Intimidation
Stunts:
Tractor Beam (Might): +1 to grapple.
Filled With Deadly Machines (Might): No penalty to grapples for supplemental actions to inflict stress.
Powers:
Mindless [-0]
Semi-Animate [-1]
Expanded Non-Restrictive Magical Compartment [-3]
Wings [-1]
Ranged Natural Weaponry [-2]
Hulking Size [-2]
Swallow Whole [-1]
Tractor Beam [-1] (Restricted Reach for grappling)
Supernatural Strength [-4]
Inhuman Speed [-2]
Supernatural Toughness [-4]
The Catch (hexing) [+2]
Total Refresh Cost:
-21
Refresh Total:
-15

Humongous Mecha (Chest Deep)

Complexity 44 to build.

High Concept: The Magical Equivalent Of A Gundam
Other Aspects: Super Robot, Needs A Pilot, This Is Not A Joke
Skills:
Superb: Weapons, Guns
Great: Might, Fists
Good: Athletics, Endurance
Fair: Intimidation, Alertness
Average: Investigation, Presence
Stunts:
Force Field (Athletics): +2 to dodge ranged attacks.
Laser Sword (Weapons): Laser sword attacks ignore 2 points of armour.
Powers:
Semi-Animate [-1]
Mindless [-0]
Titanic Size [-4]
Non-Restrictive Magical Compartment [-2]
Wings [-1]
Mythic Strength [-6]
Inhuman Speed [-2]
Mythic Toughness [-6]
The Catch (unknown) [+0]
Total Refresh Cost:
-24
Refresh Total:
-16

Flying Fortress (Feet In The Water)

Complexity 44 to make.

High Concept: The Magical Equivalent Of The Death Star
Other Aspects: Control Room, Apocalypse Cannon, Thousands Of Residents, Even Bigger On The Inside, Pretty Lousy AI
Skills:
Great: Guns, Might
Good: Endurance, Athletics
Fair: Alertness, Intimidation
Average: Fists, Investigation
Powers:
Mindless [-0]
Semi-Animate [-1]
Unthinkable Size [-6]
Expanded Open Magical Compartment [-4]
Selective Potent Ranged Area Natural Weaponry [-5]
Wings [-1]
Mythic Strength [-6]
Mythic Toughness [-6]
The Catch (attacks to the control core) [+2]
Physical Immunity [-8]
The Catch (heavy weapons, attacks to the control core) [+4]
Total Refresh Cost:
-31
Refresh Total:
-25

Chain Golem (Feet in the Water)

Complexity 24 to create.

High Concept: Chain Golem
Other Aspects: Implacable Hunter, Made Of Iron, Walking Prison
Skills:
Great: Might, Fists
Good: Endurance, Alertness
Fair: Intimidation, Athletics
Average: Presence, Investigation
Stunts:
Made Of Chains (Might): +1 to grapple.
Wrap You Good (Might): No penalty for supplemental aspect infliction in a grapple.
Full Of Holes (Athletics): +2 to dodge piercing attacks.
Powers:
Mindless [-0]
Construct [-1] (Living Dead reflavour)
Superior Hold [-2]
Inhuman Strength [-2]
Inhuman Toughness [-2]
Supernatural Sense [-1] (Use Alertness to determine direction to target, given ritual link to target.)
Total Refresh Cost:
-11
Refresh Total:
-5

And here's some fluff:

...Hm?

Oh...you want to know...about my creations, eh?

Well...the first one...was the courier capsule...back in the day...I was just an apprentice...had no phones...mail service was crap...carrier pigeons were a pain in the neck...needed a way to send messages...made a little flying box...worked great...so much safer than the Nevernever, you know...and you could send magic rings and stuff...not just letters...I'm still proud of that...after all these years...people still use these things...heck, they make all kinds of 'em...walking ones, swimming ones...Nevernever-travelling ones...all based on my design...sorry...probably don't wanna hear...an old man brag about his glory days...moving on...

Flying harness...was an old design...found it in this old book...it's like a witch's broom...moves you around...lets you fly...helps you dodge...real useful...used to make 'em for Wardens...looks creepy, I know...shaped like a disk...eyes on the bottom...wraps tentacles around you when you sit on it...but it works damn well...and now these kids...they make ones that look real nice...sorry...I'm rambling again...moving on...

Only ever made...two flying fortresses...one for the war against Kemmler...had to hide the children...he kept finding the hideouts...sending zombies...killing the kids...flying castle over the pacific was safe...well, safer...had to move it to the Nevernever after it got attacked...but it worked...kids lived...second one was made as a gift for Ferrovax...needed to apologize...wait...that's supposed to be secret...I didn't say anything...my first apprentice made a better one later...he was a good boy...

UFO...was a cheap joke...made it to mess with mortals...turned out to be a good design...made more...when we needed to round up hellcows...heh, that was fun...sorcerer stole the design...used it to collect human sacrifices...that wasn't so fun...but we put a stop to that...

The Mecha...I made for money...this mortal billionaire wanted to kick ass...wanted to move up the food chain...he was very specific...about how it should look...I think he was copying something he'd seen somewhere...dunno where...wish I did...this thing wasn't easy to make...the inspiration for it must've been impressive...maybe an Old God or something...anyway...later got an offer from this military guy...said he was with am-boss or something...wanted to buy another...but the Merlin said no...said it was risking the secrecy of magic...and likely to disrupt the world order...and anyway I didn't need money...can make anything I want with magic...raise a castle in an evening...and besides I'm already a multi-millionaire...turns out he was right...that's the Merlin for you...always looks out for me...I never realized I even had a bank account...the Council took care of it for me...so all a big waste of time...never needed the money in the first place...oh well...it was kinda fun...I'm drifting...

...I think that's all.
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 07, 2013, 03:39:37 AM
That's it for old stuff.

Now for some new ones. A wooden golem that can serve as a sentry, and a plaster golem that can serve as a decoy.

Wood Golem (On The Beach)

Wooden golems are tough, but they aren't as tough as some other golems. They don't really need to be. They're intended as guards, not as soldiers.

And they make good guards. Although wooden golems aren't actually alive, they do have seeds. If planted these seeds will grow into beautiful little flowers that the golem can see and hear through.

Complexity 14 to create.

High Concept: Wood Golem
Other Aspects: Sentry, Flower Maker
Skills:
Good: Alertness, Weapons
Fair: Might, Fists, Athletics
Average: Endurance, Lore, Investigation
Powers:
Supernatural Sense (Sentry Flowers) [-1]
Mindless [-0]
Semi-Animate [-1]
Inhuman Strength [-2]
Inhuman Toughness [-2]
The Catch (Fire) [+1]
Total Refresh Cost:
-5
Refresh Total:
-1

Plaster Golem (Hydrophobic)

Plaster golems exist primarily to serve as body doubles for the wizards who make them. They can assume someone's form almost perfectly by taking a cast of their face, and though they aren't actually intelligent they can imitate intelligence. Plus they're tough enough to survive assassination attempts, and since their bodies are mutable they can shapeshift away injuries. So they're a pretty excellent tool for anyone who thinks someone might try to kill them soon.

Complexity 15 to create.

High Concept: Plaster Golem
Other Aspects: Limited Shapeshifting, Self-Repairing
Skills:
Good: Deceit
Fair: Fists, Might
Average: Endurance, Alertness, Athletics
Powers:
Mindless [-0]
Superior Programming (Disguise) [-1]
Semi-Animate [-1]
Mimic Form [-2]
Inhuman Toughness [-2]
Inhuman Recovery [-2]
Total Refresh Cost:
-8
Refresh Total:
-6
Title: Re: Generic NPCs
Post by: S1C0 on May 07, 2013, 03:51:35 AM
At Sanctaphrax

In a word EPIC

They look perfect for any aspiring artificer....

Any thoughts on a Igor-like Homunculus that might double as a sidekick apprentice artificer?

Title: Re: Generic NPCs
Post by: Sanctaphrax on May 07, 2013, 06:06:43 AM
Igor-Like Homunculus (On The Beach)

Complexity 10 to create.

High Concept: Igor-Like Homunculus
Other Aspects: Sidekick Apprentice Artificer, Built-In Tools
Skills:
Good: Craftsmanship
Fair: Scholarship, Lore
Average: Conviction, Endurance, Performance
Stunts:
Stitch You Up (Scholarship): +2 to Scholarship for treating injuries.
Powers:
Diminutive Size [-1]
Magical Workshop [-1]
Total Refresh Cost:
-3
Refresh Total:
-1
Title: Re: Generic NPCs
Post by: S1C0 on May 07, 2013, 06:14:59 AM
Now All we need is Frankenstein's Monster Like a Big Bad Tardbeast or something

I think made for a chest deep campaign would be realistic
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 07, 2013, 10:22:49 PM
"Tardbeast"?

Can't say I like that term.

Anyway, if you want a big strong dumb thing there are plenty to choose from. They're all over the thread.
Title: Re: Generic NPCs
Post by: S1C0 on May 08, 2013, 09:07:19 PM
at Sanctaphrax

True, was not thinking very hard when i chose the phrase....

how about instead of an undead hulk it be a mastercrafted titan

a finalized project of a mix of science and magic to create the ''ideal'' form

Title: Re: Generic NPCs
Post by: Sanctaphrax on May 08, 2013, 09:54:03 PM
That could be interesting.

So what do you have in mind for it, other than enormous strength and toughness?
Title: Re: Generic NPCs
Post by: S1C0 on May 08, 2013, 10:11:31 PM
at Sanctaphrax

a limited form of control over lightning would be cool

channeling with mutual damage shield to start perhaps....

natural weapons might also work if you word it right...

any thoughts on your end?
 
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 08, 2013, 10:43:49 PM
Flesh Mask or some other supernatural prettiness Power might be suitable. If it's a magi-scientific masterpiece, it might as well be an artistic one as well.
Title: Re: Generic NPCs
Post by: S1C0 on May 08, 2013, 10:53:43 PM
at Sanctaphrax

Excellent touch! i had not even thought about that facet, perhaps human guise

Oh how about a failsafe against people trying to steal your idea, perhaps selfdestruct wold be in order.




Title: Re: Generic NPCs
Post by: Sanctaphrax on May 09, 2013, 06:41:28 AM
Okay, how about this.

Super Robot (Scuba Diving)

Complexity 56 to create.

A note on creating creatures with Thaumaturgy: its balance depends on the assumption that high-complexity rituals are hard. If you can crank out a sufficiently-large ritual without massive effort, this guy's gonna be pretty unfair.

Also, I have doubts about the balance of that Flying Harness from a few posts back. I figure you deserve a warning.

High Concept: Magical Android
Trouble Aspect: Doesn't Understand People
Other Aspects: Disguised As A Human, Lightning Powered, Self-Destruct Device, My Greatest Creation, Built-In Tools And Libraries
Skills:
Superb: Fists, Might, Craftsmanship
Great: Athletics, Scholarship, Lore
Good: Endurance, Conviction, Alertness
Fair: Investigation, Discipline, Performance
Average: Presence, Intimidation, Stealth
Powers:
Semi-Animate [-1]
Flesh Mask [-1]
Ranged Natural Weaponry [-2] (Electricity)
Conductive Mutual Lethal Damage Shield [-5]
Mythic Strength [-6]
Inhuman Speed [-2]
Mythic Toughness [-6]
Mythic Stoicism [-3]
Magical Worksite [-2]
Superior Searchable Mental Library [-4]
Total Refresh Cost:
-30
Refresh Total:
-13
Title: Re: Generic NPCs
Post by: S1C0 on May 09, 2013, 03:50:03 PM
at Sanctaphrax

mwhahahaha

IT Lives.....

that is exactly what i had in mind thank you so much man

about the flying harness it looks solid but perhaps make it powered by a wind elemental to add some

difficulty to control. IE demonic copilot?
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 10, 2013, 07:07:43 AM
You're very welcome.

I wouldn't use Demonic Co-Pilot if I were you. Rolling twice for everything is kind of annoying.

The issue with the harness is that by wearing it you become incredibly mobile and really hard to hit. The summoning system wasn't really intended for self-buffs of that kind. So it might not be balanced.
Title: Re: Generic NPCs
Post by: ways and means on May 22, 2013, 10:46:25 PM
Here is anime Giant just for fun.

High Concept: Man Eating Giant
Trouble Aspect: Always Hungry 
Other Aspects: Mindless, 50ft Tall Terror, Ignores Animals, Neck Weakness, Mysterious Origins

Skills:
Superb: Fists, Might
Great: Athletics, Endurance
Good: Alertness, Intimidation
Fair:
Average:

Powers:
Mindless [-0]
Mythic Strength [-6]
Titanic Size [-4] (50 ft Height) 
Potent Natural Weapon [-2] Gaping Jaw
Immunity to all physical stress with a moderate weakness (a spot in the centre of the neck about 2 meters across) [12]

Total Refresh Cost:
-20
Refresh Total:
-10

I am not sure that immunity shouldn't cost more as reaching or shooting a spot in the centre of a 50ft giants neck is going to require an incredibly amount of positioning without the aid of wings, teleport etc.
Title: Re: Generic NPCs
Post by: Taran on May 23, 2013, 12:11:10 AM
Fee Fi Fo Fum  should be an aspect  ;)
Title: Re: Generic NPCs
Post by: S1C0 on May 30, 2013, 12:52:04 AM
At  Sanctaphrax

Did you ever try stating out the Loch Ness monster?

I would love to see your ideas.
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 30, 2013, 06:02:19 AM
I don't think I ever tried statting Nessie.

If I did, I'd probably go with

-Claws/Natural Weaponry
-Aquatic
-Hulking Size
-Echoes Of The Beast
-Supernatural Strength
-Supernatural Toughness

and maybe a bit of Stealth stuff. You can't normally hide when you have Hulking Size, but I'm sure a stunt or an Echoes Of The Beast trapping could help with that.
Title: Re: Generic NPCs
Post by: vultur on November 09, 2013, 09:55:39 PM
Outsider Minion #1 (Feet in the Water)

High Concept: Multi-Limbed Battle Beast
Other Aspects: Shrugs Off Magic

Skills
Great: Fists, Might
Good: Alertness, Endurance
Fair: Athletics, Intimidation
Average: Conviction, Weapons

Stunts
Too Many Limbs (Fists): Can make spray attacks with Fists
Too Many Limbs (Might): +1 to Might for purposes of grapples

Powers
Claws [-1]
Inhuman Strength [-2]
Inhuman Recovery [-2]
Inhuman Toughness [-2]
    The Catch [+0]: attacks by Starborn
Mythic Toughness [-6]
    The Catch [+5]: only against mortal magic. Seelie/Unseelie works just fine.
Supernatural Sense [-1]: 360-degree vision, can see in total darkness

Stress
Mental ooo
Physical oooo
Social oo

Total Refresh Cost: -11
Remaining Refresh: -5


EDIT: Description - This is a spherical body with clawed limbs extending in all directions. It can use any of them to walk or to attack with, so it has no clear top or bottom, front or back. It has no visible sensory organs, but this doesn't seem to impair it in any way.

EDIT x2: fixed Refresh cost for adding on Supernatural Sense.
Title: Re: Generic NPCs
Post by: Taran on September 30, 2014, 06:47:03 PM
I couldn't find a generic Fence in this thread.  Found a couple smugglers which are close.

A question:
Is there a place where these submissions are categorized and/or alphabetized?  Like some kind of master list somewhere?
Title: Re: Generic NPCs
Post by: Sanctaphrax on September 30, 2014, 09:25:22 PM
Not really. But there's this (https://www.dropbox.com/sh/r9meq6zusmu94xe/AABr88HA3ZqGlFhsmz1pbwCja?dl=0).
Title: Re: Generic NPCs
Post by: Intrinsic on March 15, 2015, 10:37:41 PM
Sanctaphrax,

This a LOT of really good stuff! Thanks for all the work and great ideas. But I agree with Taran, it would be VERY helpful to get an updated (or at least easier to quantify and search for) list or lists for all these cool ideas. I'll never even be able to scratch the surface of your creations on this thread. lol!

I suppose there's really no way to do it, is there?
Title: Re: Generic NPCs
Post by: Sanctaphrax on March 17, 2015, 02:47:25 AM
Thanks, it's very kind of you to say so.

It wouldn't be impossible to make a proper list. Someone would just have to go through the thread copy-pasting everything. Problem is, that'd take time and effort.

I might eventually do that, but it's nowhere near the top of my to-do list.
Title: Re: Generic NPCs
Post by: Sanctaphrax on April 27, 2015, 05:49:45 PM
S1C0 asked me to repost this, so...

Here (https://www.dropbox.com/sh/r9meq6zusmu94xe/Sk9ZNGvIzW)'s a link to a Dropbox folder containing bunch of character sheets from this thread.
Title: Re: Generic NPCs
Post by: Sanctaphrax on May 01, 2015, 06:24:25 AM
Been thinking a bit about martial arts and how to represent them in DFRPG lately. So here are some generic martial artist stats.

I'm sticking to the polite fiction that all arts are combat-effective, in case it's not obvious. And I know most of these arts from the outside only, so don't use this as a guide to martial arts. Not that anyone is likely to do that, but anyway...

Martial Artist (Hydrophobe)

These stats are intended for a serious but not professional martial artist. Many of those people will actually be On The Beach or Feet In The Water, since they have a day job and other things in life beyond fighting.

To make a martial artist who isn't just a martial artist, adjust Aspects to taste and add skills + stunts to this sheet. Bear in mind that adding a Fair skill and a Good skill makes for a valid On The Beach sheet, and provides enough skill for most day jobs.

High Concept: Martial Artist
Other Aspects: Not A Soldier, Years Of Dedication To Insert Style/School Here
Skills:
Good: Fists
Fair: Might
Average: Endurance, Conviction, Discipline, Athletics, Alertness
Stunts:
2 Stunts. Which Stunts depends on style.
Total Refresh Cost:
0 (Pure Mortal)
Refresh Total:
2

The stunts that a martial artist gets depends on the style they practice. Here are some examples (and yes, many of these aren't exactly MA styles. I don't care.):

Taekwondo (ITF style)

Most TKD users have:
Patterns (Fists): You may use Fists instead of Performance to perform dance-like martial arts performances.

The following stunts are also common:
Lethal Weapon
Tough Stuff
Martial Artist
Expert Blocker (Fists): +2 to defend against unarmed attacks.
Board Breaking (Might): +2 to break inanimate objects. Maybe a Fists stunt, depending on how your group plays.
Flying Kick (Fists): You may make a flying kick instead of a regular attack. This gives you a +3 bonus to your weapon rating and lets you move a zone supplementally without a penalty before attacking, but gives everyone a +2 bonus to hit you until your next turn. Stacks with other stress-boosting Fists stunts.

MMA (Mostly but not entirely Brazilian Jiu-Jitsu)

Most MMA users have:
Nasty Infighter (Fists): Grapple with Fists.

The following stunts are also common:
Martial Artist
Lethal Weapon
Tough Stuff
Tireless
Expert Blocker
Hard To Hold (Fists): All grapples against you are considered to be 2 shifts weaker.
Submission Hold (Fists): When grappling someone, you may take a supplemental action to inflict stress and a supplemental action to create an Aspect on the same round. This means you take a -2 penalty, of course.

Fencing (Replace Fists with Weapons.)

The following stunts are common:
Riposte
Duelist (Weapons): +1 to defend against melee weapon attacks, +1 to defend in a 1v1 fight. These bonuses stack with each other.
Sword Focus (Weapons): +1 to attack with a fencing-style sword.
Fancy Swordwork (Weapons): +2 to maneuver with a blade.
Highly Mobile (Athletics): No penalty to move supplementally.

Eskrima

Most Eskrima users have:
Armed Arts (Fists): Use Fists to wield sticks and knives.

The following stunts are also common:
Footwork
Riposte (for Fists)
Off-Hand Weapon Training (for Fists)
Angles of Attack (Fists): +2 to defend against melee weapons.
Arm Slash (Fists): On a successful Fists attack, may spend a Fate Point to have that attack also count as a maneuver reflecting the side effects of the attack. Slashing an arm to make someone drop a weapon is the classic example.

Judo (Swap Fists and Might.)

The following stunts are common:
Wrestler
Martial Artist
Hard To Hold
Redirected Force
Skilled Grappler (Might): +2 to make maneuvers related to grabbing people.
Judo Throw (Might): May immediately end a grapple to make an attack with Might+2 against the grapple-ee. Weapon rating is 2 on grass, 4 on asphalt, and 6 on jagged rocks.

Boxing

The following stunts are common:
Lethal Weapon
Tireless
Tough Stuff
Expert Blocker
Battle-Hardened (Fists): Use Fists to determine physical stress track.
Stand Up Again (Endurance): 2 extra mild physical consequences for use against blunt force, exhaustion, and environmental damage.
Just Making Me Mad (Endurance): Once per scene, when taking a consequence, may spend a Fate Point to "steal" the tag on that consequence from the person who inflicted it.
Stronger And Stronger (Fists): +1 to Fists attacks once the fifth exchange of the fight has started.

Krav Maga

The following stunts are common:
Footwork
Martial Artist
Disarm (Fists): On a successful Fists defence against an armed attack, sacrifice your next action to take their weapon away.
Armed Arts (Fists): Use Fists to attack with knives and to hit people with guns.
Skilled Improviser (Fists): Use Fists to attack with improvised weapons.
This One Really Hurts (Fists): If you make a successful Fists attack against someone, they get -2 to attack you next turn.
Strike To Kill (Fists): Inflict +2 stress when actually trying to kill a human opponent with Fists.
Title: Re: Generic NPCs
Post by: dragoonbuster on August 30, 2015, 07:45:42 PM
So I was watching Breaking Bad again and the mood struck to stat out some of the main characters.

I set the PL to Feet in the Water and ignored the Pure Mortal bonus because there isn't a supernatural side to their world. Then I gave Walter a bump to Waist-Deep because I think he's been through quite a lot and deserves a bump. I gave Mike a bump to Waist-Deep because he's been around the block too. Gus is set to Submerged because he spent twenty years building his empire, and that's not including his time as a Chilean general. These stats corresponds roughly to the end of Season 4/beginning of Season 5.

Walter White
HC: Meth-Chef for the Entire Southwest
Trouble: Pride Goeth Before the Fall
OA: A Man Provides For His Family, Stage Four Lung Cancer (In Remission), Call Me...Heisenberg, I AM The Danger, You're Four Steps Ahead...I'm Twelve Steps Ahead
(click to show/hide)

Jesse Pinkman
HC: I'm A Criminal, Yo
Trouble: Everything Around Me Turns to Shit
OA: Captain Cook turned This Old Dude's Assistant; Science, Bitch!; Recovering Addict; Loyal to the End; My Cook Is As Good As Heisenberg's
(click to show/hide)

Gustavo Fring
HC: The Meth-King Of The American Southwest
Trouble: The Mexican Cartel
OA: The Former Grand Generalissimo, Owner of Los Pollos Hermanos (and more), Twenty Year Plan In The Making, Low-Key Philanthropist Alter-Ego, Always Four Steps Ahead
(click to show/hide)

Mike Ehrmantraut
HC: I'm In "Private Security"
Trouble: I'm Surrounded By Amateurs
OA: I've Seen Just About Everything You Can See In This Business, Dead-Eyed Bastard, Ex-Cop With My Own Rules, I've Got Guys, My Grand-daughter Kaylee Is My World
(click to show/hide)

Saul Goodman
HC: Albuquerque's Premier Scumbag Ambulance-Chaser
Trouble: All My Clients Are Criminals
OA: If A Lie Doesn't Work...Make It A Bigger Lie; I Always Get My Cut; Listen....Let's Talk This Out; If The Going Get's Tough, I'm Outta Here; ...There's This Guy I Helped Out Of A Pinch...
(click to show/hide)

Hank Shrader
HC: ASAC of the Albuquerque Office of the DEA
Trouble: Post-Traumatic Stress Disorder
OA: Real Men Don't Cry; I Survived A Hit From The Mexican Cartel; They're Minerals, Marie; A Big Mouth and a Bit of a Temper
(click to show/hide)
Title: Re: Generic NPCs
Post by: Sanctaphrax on September 27, 2015, 03:11:20 AM
Stage Magician (Hydrophobe)

Considered giving them stunts for escape artistry and building magic props, but after thinking about it a bit I decided to keep the power level low.

High Concept: Stage Magician
Other Aspects: Never Explain The Trick, It's All About Confidence
Skills:
Good: Deceit
Fair: Presence, Empathy
Average: Conviction, Rapport, Craftsmanship
Stunts:
Stage Magic (Deceit): May use Deceit +1 for magic tricks and pickpocketing. No penalty for complicated magic tricks.
Showmanship (Deceit): Use Deceit instead of Performance when putting on a magic show.
Pickpocket (Deceit): No penalty for pickpocketing attempts.
Total Refresh Cost:
-1 (Pure Mortal)
Refresh Total:
1

Chemist (Hydrophobe)

As a mathematician, I find chemistry kind of intimidating. It's an academic subject, lots of papers and math and stuff, but you can actually get yourself hurt or killed if you screw it up badly enough. Plus it has obvious criminal applications!

High Concept: Chemist
Other Aspects: Well-Paid, Pretty Practical For An Academic
Skills:
Good: Scholarship
Fair: Resources
Average: Endurance, Alertness, Investigation, Discipline
Stunts:
Chemistry PhD (Scholarship): +1 to chemistry knowledge, additional +1 to some subfield.
Practical Chemistry (Scholarship): May use Scholarship to create drugs, poisons, explosives, and other chemicals.
Total Refresh Cost:
0 (Pure Mortal)
Refresh Total:
2

EDIT: And now that I look at the post above mine, the chemist seems oddly topical. Might've been some subconscious inspiration there.