Author Topic: Generic NPCs  (Read 152001 times)

Offline Sanctaphrax

  • White Council
  • Seriously?
  • ****
  • Posts: 12405
    • View Profile
Re: Generic NPCs
« Reply #15 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.
« Last Edit: November 19, 2010, 03:51:45 AM by Sanctaphrax »

Offline Sanctaphrax

  • White Council
  • Seriously?
  • ****
  • Posts: 12405
    • View Profile
Re: Generic NPCs
« Reply #16 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.
« Last Edit: November 19, 2010, 03:52:04 AM by Sanctaphrax »

Offline Sanctaphrax

  • White Council
  • Seriously?
  • ****
  • Posts: 12405
    • View Profile
Re: Generic NPCs
« Reply #17 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.
« Last Edit: January 05, 2011, 09:15:43 PM by Sanctaphrax »

Offline Sanctaphrax

  • White Council
  • Seriously?
  • ****
  • Posts: 12405
    • View Profile
Re: Generic NPCs
« Reply #18 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.
« Last Edit: November 19, 2010, 03:54:49 AM by Sanctaphrax »

Offline Sanctaphrax

  • White Council
  • Seriously?
  • ****
  • Posts: 12405
    • View Profile
Re: Generic NPCs
« Reply #19 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.
« Last Edit: November 19, 2010, 03:55:13 AM by Sanctaphrax »

Offline Sanctaphrax

  • White Council
  • Seriously?
  • ****
  • Posts: 12405
    • View Profile
Re: Generic NPCs
« Reply #20 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.
« Last Edit: November 19, 2010, 03:56:39 AM by Sanctaphrax »

Offline ralexs1991

  • Conversationalist
  • **
  • Posts: 293
    • View Profile
Re: Generic NPCs
« Reply #21 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
Oh, hi, Mr. Warden!  How are you this fine day?  My, what a shiny sword you have there...

Offline Sanctaphrax

  • White Council
  • Seriously?
  • ****
  • Posts: 12405
    • View Profile
Re: Generic NPCs
« Reply #22 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.
« Last Edit: November 19, 2010, 03:57:01 AM by Sanctaphrax »

Offline Sanctaphrax

  • White Council
  • Seriously?
  • ****
  • Posts: 12405
    • View Profile
Re: Generic NPCs
« Reply #23 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.
« Last Edit: November 19, 2010, 03:51:31 AM by Sanctaphrax »

Offline Sanctaphrax

  • White Council
  • Seriously?
  • ****
  • Posts: 12405
    • View Profile
Re: Generic NPCs
« Reply #24 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.

Tbora

  • Guest
Re: Generic NPCs
« Reply #25 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.

Offline Sanctaphrax

  • White Council
  • Seriously?
  • ****
  • Posts: 12405
    • View Profile
Re: Generic NPCs
« Reply #26 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.
« Last Edit: October 24, 2010, 06:49:13 PM by Sanctaphrax »

Offline adgramaine

  • Conversationalist
  • **
  • Posts: 340
  • Me n' Harry, we got a few things in common!
    • View Profile
    • Haphazard Projects Forum
Re: Generic NPCs
« Reply #27 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
Faith is seeing the light when all about is dark.

It's a Living!

Offline Kaldra

  • Conversationalist
  • **
  • Posts: 227
    • View Profile
Re: Generic NPCs
« Reply #28 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

Tbora

  • Guest
Re: Generic NPCs
« Reply #29 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.