Showing posts with label NPC. Show all posts
Showing posts with label NPC. Show all posts

Tuesday, December 4, 2018

Lucy Brimstone

Lucy was adopted by John and Jane Smith when she was less than a year old. They were both active in the Knights of the Serene Temple, a Masonic-like order, in which Lucy was raised. Membership did not require belief in a Supreme Being.

Her parents taught her that there was a Supreme Being, but that it was up to her to figure out who he or she was. She was taught about various religions, agnosticism, atheism, and tolerance. Just because someone was different, believed differently, or acted differently didn’t mean they should be treated differently.

Lucy attended a private school where she excelled in schoolwork, tried a number of different sports, arts, music, and other extracurricular activities. She especially had a talent for debate. Her parents took her on day trips to many interesting places close to where they lived and on vacations to many places further away. Including to other countries.

They took her to art galleries, museums, libraries, musical and dance performances of various types, such as ballet, opera, rock, and country, to expose her to all kinds of cultural events.

When she graduated from high school, Lucy moved in with Lodge Master Bruce Bender for her year-long preparation to be installed an Apprentice of the Knights of the Serene Temple.

Shortly after being inducted, she found out that her birth name was Lucy Brimstone and going away to college, she decided to change her name. She wanted something more from her college experience than a bland name like Smith could provide.

Lucy is 19 years old, 5'3", and 108 lbs. She has long black hair, very dark eyes, and tanned skin.

Lucy is beautiful, very charismatic, and convincing. She has perfect grades and was recruited to college with a free running scholarship. And this is her character sheet on her first day of college.

Attributes

ST: 11 [10]; DX: 12 [40]; IQ: 12 [40]; HT: 11 [10].

Secondary Characteristics

Will: 12; Per: 12; HP/: 11; FP/: 11; DR:
Damage: 1d-1/1d+1
Basic Lift (STxST/5): 24 lbs Basic Speed: 6.00 [5] Basic Move: 6 Dodge:

Advantages/Perks

Alcohol Tolerance (Cosmic) [3]
Beautiful [12]
Charisma 4 [20]
Destiny [5]
Empathy [15]
Fit [5]
Flexibility [5]
Honest Face [1]
Less Sleep 2 [4]
Languages (English) (native) [0]
Luck [15]
Smooth Operator 2 [30]
Voice [10]

Disadvantages/Quirks

Charitable (12) [-15]
Phantom Voices (Annoying) [-5]
Sense of Duty (Knights of the Serene Temple) [-10]
Vow (Knights of the Serene Temple) [-5]

Skills

Acrobatics (H) DX+1 [8]-13
Acting (A) IQ+1 [1]-13⃰
Bicycling (E) DX [1]-12
Carousing (E) HT+2 [1]-13⃰
Climbing (A) DX+2 [1]-14¤
Computer Operation (E) IQ [1]-12
Connoisseur (Dance) (A) IQ-1 [1]-11
Connoisseur (Literature) (A) IQ-1 [1]-11
Connoisseur (Music) (A) IQ-1 [1]-11
Connoisseur (Visual Arts) (A) IQ-1 [1]-11
Dancing (A) DX-1 [1]-11
Detect Lies (H) Per+7 [1]-19⃰†‡
Diplomacy (H) IQ+2 [1]-14⃰§
Driving (Automobile) (A) DX-1 [1]-11
Escape (H) DX+2 [2]-14¤
Fast-Talk (A) IQ+4 [2]-16⃰§
First Aid (E) IQ [1]-12
Hiking (A) HT-1 [1]-10
Housekeeping (E) IQ [1]-12
Jumping (E) DX+1 [2]-13
Karate (H) DX-2 [1]-10
Literature (H) IQ-2 [1]-10
Philosophy (Knights of the Serene Temple) (H) IQ-2 [1]-11
Psychology (H) IQ+1 [1]-13‡
Public Speaking (A) IQ-1 [1]-15⃰§
Religious Ritual (Knights of the Serene Temple) (H) IQ-2 [1]-11
Running (H) HT+2 [8]-13
Research (A) IQ-1 [1]-11
Savoir-Faire (High Society) (E) IQ+2 [1]-14⃰
Sex Appeal (A) HT+2 [2]-15⃰§
Teaching (A) IQ-1 [1]-11
Urban Survival (A) Per [2]-12
Wrestling (A) DX-1 [1]-11

⃰ Includes +2 for Smooth Operator.
† Includes +4 for Charisma.
‡ Includes +3 for Empathy.
§ Includes +2 for Voice.
¤ Includes +3 for Flexibility.

Notes

Alcohol Tolerance (Cosmic): A house rule that allows drinking alcohol without ill effect.
Destiny: An optional rules for Destiny from GURPS Power Ups 5: Impulse Buys on page 5.
Religious Ritual: Not actually religious in nature, but ritualistic all the same.

Tuesday, November 27, 2018

Jon Anvil

Jon Anvil is the 46-year-old Lord of House Anvil. The house I created in last week’s blog and designed using A Song of Ice and Fire Roleplaying: A Game of Thrones Edition. And Tywin Lannister is his liege lord. In the War of the Usurper, Jon rebelled against his liege and struck the Lannister forces in the back. And despite being vastly outnumbered, he kept the Lannisters distracted long enough. The only reason he is still alive is because Robert Baratheon won.

But the consequences of his rebellion still mars his demesnes as bandits, raiders, and other criminals are everywhere. Minor members of the Lannister family quite often make things inconvenient. And on a personal note, everyone knows of his traitorous ways.

Jon is 5'10" and weighs 173 lbs. He has blue eyes and dark blond hair. He is a very religious man.

Attributes

ST: 12 [20]; DX: 13 [60]; IQ: 12 [40]; HT: 12 [20].

Secondary Characteristics

Will: 12; Per: 12; HP/: 12; FP/: 12.
Damage: 1d-1/1d+2
Basic Lift (STxST/5): 29 lbs Basic Speed: 6.25 Basic Move: 6 Dodge: 10

Advantages/Perks

Appearance (Attractive) [4]
Born War Leader 2 [10]
Charisma 2 [10]
Claim to Hospitality [7]
Combat Reflexes [15]
Cultural Familiarity (Westeros) [0]
Deep Sleeper [1]
Destiny [5]
Empathy [15]
Feudal Rank 4 [20]
Fit [5]
Honest Face [1]
Intuition [15]
Languages (Common) (native) [0]
Luck [15]
Penetrating Voice [1]
Status 4 [10]
Wealth (Filthy Rich) [50]
Weapon Bond [1]

Disadvantages/Quirks

Dependent (Wife; 50%; Loved one; Quite Often) [-20]
Dependent (Son; 50%; Loved one; Quite Often) [-20]
Enemy (Lannisters; Rival; Quite Often) [-20]
Humble [-1]
Reputation -2 (Traitor; Everyone; Always) [-10]
Sense of Duty (Family) [-5]
Vow (Faith of the Seven) [-5]

Skills

Acting (A) IQ [2]-12
Administration (A) IQ [2]-12
Axe/Mace (A) DX+2 [8]-15
Bow (A) DX+2 [8]-15
Brawling (E) DX [1]-13
Broadsword (A) DX+3 [12]-16
Connoisseur (Weapons) (A) IQ [1]-11
Dancing (A) DX-1 [1]-12
Detect Lies (H) Per+3 [4]-15⃰
Diplomacy (H) IQ+3 [16]-15
Falconry (A) IQ-1 [1]-11
Fast-Draw (Sword) (E) DX+1 [1]-14†
Heraldry (A) IQ-1 [1]-11
Intelligence Analysis (H) IQ+2 [4]-14‡
Knife (E) DX [1]-13
Leadership (A) IQ+4 [2]-16‡§
Psychology (H) IQ+1 [1]-13⃰
Public Speaking (A) IQ+2 [2]-14§
Riding (A) DX+1 [4]-14
Savoir-Faire (High Society) (E) IQ [1]-12
Savoir-Faire (Military) (E) IQ+2 [1]-14‡
Shield (E) DX+1 [2]-14
Soldier (A) IQ [2]-12
Staff (A) DX [2]-13
Strategy (Land) (H) IQ+3 [8]-15‡
Tactics (H) IQ+3 [8]-15‡
Writing (A) IQ [2]-12
Wrestling (A) DX [2]-13

⃰  Includes +3 for Empathy.
† Includes +1 for Combat Reflexes.
‡ Includes +2 for Born War Leader.
§ Includes +2 for Charisma.

Notes

I’m using the optional rules for Destiny found in Power Ups 5: Impulse Buys on page 5.


Tuesday, October 30, 2018

Frostbite

Frost Dragon by hellthunder

Using the templates and suggestions from Dungeon Fantasy Monsters 4: Dragons, that I have reviewed and stated the included breath weapons a couple of weeks ago, I have now created a dragon based on that work.

Frostbite is a small dragon from the frozen tundra in the lands of the south. He is a scout who goes where he needs to go to gather information. Whether as a dragon or a human. Unseen or blending in.

He can literally see for miles! And he can fly further and faster and better than his peers. Never needing to eat, drink, or sleep.


Frostbite has all three cold-related breath weapons dragons are known to have and an Energy Reserve that allows him to use it more than most dragons of his size and age.

ST: 25
DX: 12
IQ: 12
HT: 15

Dodge: 9
HP: 25
Will: 12
Per: 17
FP: 15

Parry: 10
Speed: 6.75
Move: 6 (Air Move 20)

SM: +3

DR: 3







Bite (14): 2d+3 cutting. Reach C, 1.
Cold Breath (14): A 1-yard-wide x 10-yard-long cone inflicting 2d+2 burning damage as large area injury due to extreme cold. Cannot set fires, but will extinguish ordinary fire. Costs 2 FP per use, with no recharge time or limit on uses/day; this can come from FP or Energy Reserve.
Front Claw (14): 2d+3 cutting. Reach C-2.
Frost Breath (14): 2d-2 burning damage as large area injury due to extreme cold. It won’t set fires. Roll vs. HT at -1 per 2 points of penetrating damage or be paralyzed (encased in ice) for (20 – HT) minutes, minimum 1 minute, unless thawed with magic. Costs 2 FP per use, with no recharge time or limit on uses/day; this can come from FP or Energy Reserve.
Hind Claw (12): 2d+4 cutting. Reach C-2.
Horns (14): 2d+3 cutting. Treat as weapon, not as body part, both to attack and parry! Reach C, 1.
Ice Breath (14): A 1-yard-wide x 10-yard-long cone inflicting 2d+2 cutting damage of high-speed razor-sharp hail. Cannot set fires, but will extinguish ordinary fire. Costs 2 FP per use, with no recharge time or limit on uses/day; this can come from FP or Energy Reserve.
Tail (12): 2d+4 crushing or double that for knockback only (no damage). Reach C-3.
Wing (14): 2d+3 crushing or double that for knockback only (no damage). Reach C-3.

Traits: Alternate Form (Humanoid); Bad Grip 2; Damage Reduction 2 (Cold/Ice); DR 12 (Cold/Ice); Danger Sense; Doesn’t Eat or Drink; Doesn’t Sleep; Energy Reserve 25 (Dragon); Extra Attack 1; Extra Legs (Four Legs); Flight (Winged); High Pain Threshold; Horizontal; Immunity to Cold Spells; Immunity to Disease; Loner (12); Nictitating Membrane 3; Night Vision 9; Penetrating Voice; Peripheral Vision; Telescopic Vision 20; Temperature Tolerance 6 (-25°F to 120°F); Unfazeable.
Skills: Acting-15; Aerobatics-15; Brawling-14; Diplomacy-12; Disguise-15; Fast-Talk-14; Flight-17; Innate Attack (Breath)-14; Observation-20; Survival (Arctic)-20; Tactics-14.
Class: Mundane.

Notes: Can attack twice, using each natural weapon just once.

Thursday, May 3, 2018

The Dragon Tablets: Orc Bandits 2.0

The orcs are not much different than they were. The only difference is that archers have been added.
Orc Morax by Mantic Games as example Orc

Attributes

ST 11; DX 12; IQ 9; HT 11

Secondary Characteristics

Damage 1d-1/1d+1; BL 24 lbs.; HP 11; Will 9; Per 9; FP 11; Energy Reserve (Magicka) 10.
Basic Speed: 6.00 Basic Move: 6 Dodge: 10

Advantages

Acute Taste and Smell 2
Combat Reflexes
Fearlessness 2
Fit (Only at Night)
Infravision
Rapid Healing
Resistant to Disease +3

Disadvantages

Appearance (Unattractive)
Bad Temper (12)
Callous
Disturbing Voice
Impulsiveness (12)
Sadism (12)
Unfit (Only by Day)

Quirks

Bowlegged

Skills

Combat Skill-12

Gear

One of:
Light Club-12 1d+2/1d cr
Large Knife-12 1d-1 cut/1d-1 imp
Spear-12 1d+2 imp
Bow-12 1d+1 imp Acc 3 Bulk -8

Thursday, January 11, 2018

The Dragon Tablets: Orc Bandits 1.0

If we are to do a combat example, we need an enemy. Orc bandits seem like a good place to start. Fantasy even has an Orc template. And as these are combat NPCs, we don’t have to make them as detailed as the heroes nor do we need to use points.
Orc Morax by Mantic Games as example Orc

Attributes

ST 11; DX 12; IQ 9; HT 11
Secondary Characteristics
Damage 1d-1/1d+1; BL 24 lbs.; HP 11; Will 9; Per 9; FP 11; Energy Reserve (Magicka) 10.
Basic Speed: 6.00 Basic Move: 6 Dodge: 10

Advantages

Acute Taste and Smell 2
Combat Reflexes
Fearlessness 2
Fit (Only at Night)
Infravision
Rapid Healing
Resistant to Disease +3

Disadvantages

Appearance (Unattractive)
Bad Temper (12)
Callous
Disturbing Voice
Impulsiveness (12)
Sadism (12)
Unfit (Only by Day)

Quirks

Bowlegged

Skills

Combat Skill-12

Gear

One of:
Light Club-12 1d+2/1d cr
Large Knife-12 1d-1 cut/1d-1 imp
Spear-12 1d+2 imp

Notes

I was making this as easy as possible. Where the heroes got occupational templates, these orcs did not.

Twin Mirror Gameplay Walkthrough Part 7 - The End [PC ULTRA 60FPS]

Part 7 of my #TwinMirror Blind Let's Play. The final episode of the series.