Showing posts with label NPCs. Show all posts
Showing posts with label NPCs. Show all posts

5.27.2013

A Guardian Under the Yellow Sun

In this second of a series dedicated to NPCs available for different games, I offer up a superhero born of hero-worship and delusion. This is a hero like another, purposefully shaping himself toward being just like someone else, with varying reasons and means dependent on the game system you want to use them in.

I present to you... Sentinel

The following Aberrant character was created using the standard rules from the Core Rulebook, but could probably make a closer approximation of the character desired if drawn from more sources. Also, it's noted in the description that Trevon is close to the edge of Taint, but has no starting Permanent or Temporary Taint, as this should be up to the Storyteller.


Trevon "Sentinel" Parker
Background:
Trevon Parker was a simple young man. Moderate at all pursuits, not excelling in anything or having much motivation beyond cruising along at whatever speed life took him at, but not a trouble-maker, just a normal guy.

This all changed in 1998. Shortly after the Galatea incident, Trevon was on the roof of his apartment building reading a Superman comic when he heard what sounded like a woman crying. Turning around, the young man witnessed a horrific sight - the sobbing woman, holding a baby, took a step off the roof.

Trevon erupted.

Before he knew it, he had the woman nestled in his arms and was touching down on the street below, to cheers of onlookers. The young man soaked it up. Superman had recently become a motivational tool for Trevon and now he was Superman! A black Superman, at least, calling himself "Sentinel" (the first 'S' word he thought of when asked who he was), he was quickly taken in by Project Utopia in their first recruiting drives. The young man picked up on how to control his quantum energies fast, and through practice, force of will, and knowledge gained by the classes Utopia provided in quantum physics, he began to shape his powers to emulate his hero.

After commissioning a costume that resembles Superman's, Trevon left Utopia with the hopes of starting his own team, but is having a hard time finding more novas that share characteristics of the Justice League, because Trevon is actually starting to think he is Superman, even going so far as recently trying to get a journalism job at a major metropolitan newspaper. The constant practices with his powers and pushing himself will soon form taint, and he's already well on his way to suffering a delusion derangement, which may only be strengthened with the corruption of his M-R Node.

Image: Trevon certainly strikes an imposing image since his eruption. His muscles have become more pronounced and the young man seems to have an almost perfect athletic build, the likes of which the Greeks depicted in their statuary. Despite this, Trevon's features are rather plain, his height at a little over two meters being his most notable feature when people don't recognize him as Supe....err...Sentinel.

Gear: Red, blue, and yellow costume.
 Nature: Survivor (The strongest manifestation of his growing delusions, as he thinks he survived the destruction of an alien planet)
Allegiance: His not-yet-formed Justice League
Attributes: Strength 5, Dexterity 3, Stamina 5, Perception 4, Intelligence 2, Wits 2, Appearance 2, Manipulation 1, Charisma 3
Abilities: Academics 1, Arts 1, Athletics 2, Awareness 2, Brawl 5, Computer 2, Endurance 5, Etiquette 1, Interrogation 1, Investigation 2, Might 5, Rapport 2, Resistance 5, Streetwise 2, Survival 1
Backgrounds: Cipher 2, Eufiber 1, Node 2, Resources 2
Quantum 2, Quantum Pool 24, Willpower 6
Powers: Mega-Strength 2 (Lifter), Mega-Dexterity 1 (Enhanced Movement), Mega-Stamina 2 (Hardbody), Flight 1, Quantum Bolt 1 (Frost Breath), Quantum Bolt 1 (Heat Ray)


This Marvel Super Heroes Adventure Game rendition of Sentinel was also created using the standard character creation rules for an inexperienced hero in the game, and as a result has wildly varying stats from what one might expect due to the randomness of the card draws, card placement, and limits based on "inexperienced".

Trevon "Sentinel" Parker
Strength: 9C (9 str)
Intellect: 6D (6 wil)
Agility: 5D (5 str)
Willpower: 3X (3 doom)
Edge: 1
Hand Size: 3
Calling: Responsibility of Power
Hindrances: Addicted (Serum must be consumed daily or all abilities drop to 0), Mental Disability (Delusional - If another hero gets more glory or is the one to succeed in a scene, Willpower drops to 0 until he "redeems" himself), Obsessive (Sentry - must act in manner consistent with or rush to meet if Sentry is present or all abilities drop to 0)
Personality: Desperate, dependant, guilt-ridden, duty-bound
History: Trevon Parker was a mutant, once. His powers were miniscule, only an ability to make subtle shifts in the ambient light levels of his surroundings, and small flashes of light akin to the striking of a lighter or match. "The Boy Dazzler", as some of his friends call him, however, did not take well to the thought of being different or the seeming ridicule over his powers and turned to help through the only place he knew to look, Dr. Henry McCoy, leading mutant biologist.
Dr. McCoy found in Trevon a kindred spirit, reminding him of himself in his youth, and in due course let slip that he, himself, had created a serum that he hoped would cure his own mutant condition. Though meant as a cautionary tale, Trevon latched onto this nugget of information and began researching his own such serum, a chance to be normal again.
Then, the Sentry burst onto the scene. Trevon became obsessively jealous of this man's manipulation of light and great heroics, and redoubled his efforts to cure himself. Through research into Sentry, and coupled with his own findings and the Beast's notes, Trevon finally finished his serum, an oddly glowing mixture he was certain would reverse his genetic malady.
If only the young man had left the Sentry serum research out, he may have succeeded. Instead, the serum intensified Trevon's light control powers and gave him an enhanced suite of abilities. Now, Trevon's wishes to be normal are vastly intensified, but at the same time he feels like he should use his abilities for good while he has them, to show those back home that he is more than Kid Dazzler, or whatever.
Trevon's powers are permanent, but his need to succeed in curing himself pushes him to tweak his serum recipe daily and try its effects. So far this has caused no change to his abilities. In addition to his obesssion to cure himself, Trevon has become obsessed with the idea of being like Sentry and needing Sentry's guidance since he has gained a similar suite of powers, and maybe heaping a little bit of blame on the hero. He desires to live up to the ideals of Sentry so much that if he is not the first to succeed, he loses hope in most situations.
Skills: Strength - Brawling, Sonic Slam; Agility - Flinging; Intellect - Biochemistry
Powers: Energy Blast 7, Flight 8, Invulnerability 10 (Kinetics), Light Control 7 ( 7 Int)(Fireworks)

5.12.2013

Messenger and Spy

In this first of a series of NPCs that you can fit into your own campaigns, I'm bringing you the second Transformer to make an appearance in the "original" - Generation 1 - cartoon series (after Wheeljack), and that is the series I will be making the characters based on.

Bumblebee acts primarily as Optimus Prime's spy and messenger, using his wit and small size, as well as his nondescript alternate form to find him easy access to those places that his larger commanders cannot go. The drive to please the other Autobots with his performance, and to live up to the standards of bravery and valor that the other members of his faction do, however, often leads to Bumblebee getting in over his head and either captured, harmed, or putting others in jeopardy. In the end, though, the Autobots would suffer greatly without their scout.

Below, I've put together two character write-ups for Bumblebee, one from Wizards of the Coast's d20 Modern, using additional rules found here, and another using Marvel Heroic Roleplay from Margaret Weis Productions.


This d20 Modern version of Bumblebee is made quite simply using the rules presented, and doesn't properly reflect his sensor array, any aerial propulsion that may have been used, or any other ability necessarily shown on the show. Also, though the threat linked above mentions mecha equipment, a mecha-grade plasma pistol would drop Bumblebee in one shot, and so an enlarged normal version is given as equipment.
Also, those with keen d20 Modern knowledge will spot that Bumblebee has one less feat and eight fewer skill points. This is because the system assumes that characters are human, and thus those advantages have been stripped, as Bee is a Cybertronian.

Bumblebee                    CR 5
Autobot Investigative Fast Hero 2/Smart Hero 3
Large construct (living construct, Transformer)

Init +1; Senses low-light vision,  Listen +3, Spot +3
Defense 14 (+4 Def, +1 Dex, -1 Size) touch , flat-footed
hp 24 (2d8+3d6+10)
Fort +2, Ref +3, Will +1; evasion
Immune poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, energy drain
Speed 40'
Melee unarmed +5 (d4+5)
Ranged plasma pistol +3 (4d8)Str 16, Dex 12, Con 14, Int 16, Wis 8, Cha 13
Base Atk +2
Feats Simple Weapons Proficiency, Personal Firearms Proficiency, Stealthy, Ride with Me, Gearhead
Skills Computer Use +6, Drive +12, Hide +9, Investigate +9, Knowledge (Earth Culture) +4, Listen +3, Move Silently +9, Repair +6, Research +6, Search +6, Spot +3
Languages Cybertronian, English
SQ  Action Points 7; Talents (Evasion, Savant[Investigate], Trick)
Special Abilities
Transformation: Transformers have an innate ability to transform into some vehicle-based form. This is a purely mechanical transformation, and parts required for its vehicle form are visible in its normal bipedal form.

As a standard action, a Transformer may assume into its chosen form or back again. While transformed, they lose any attacks that require appendages (although they may keep any ranged weapons that are mounted on weapons mounts).

At first level a Transformer chooses a civilian vehicle of the same size category as it’s base form. A Transformer becomes a standard version of the vehicle, but may later add gear (such as mounted weapons.) Whenever a Transformer would gain a new feat due to hit die, it may also change it’s vehicle form, so long as the new vehicle is of the same size category as it’s base form.

While in vehicle form they use all of the stats of the chosen vehicle form with the following exceptions: The Transformer keeps it’s own hit points, class defense bonus to armor class, and treats the listed vehicle’s hardness as Damage Reduction /-. A Transformer also retains any benefit from it’s feats or class talents (such as a fast hero’s increased speed or a tough hero’s damage reduction.)

While in vehicle form the Transformer follows all rules for vehicle movement, maneuvers, and stunts. The Transformer is treated as it’s own driver, but may relinquish (or regain) control to a passenger in the driver’s position as a free action once per round.

Alternate Form
1984 Volkswagen Type 1 "Beetle"
Large economy sedan

Init +0
Defense 13 (+4 Def, -1 Size)
hp 24
DR 5/-
Maneuver +11; Movement 220 (22)
Crew 1; Passengers 4
Cargo 275 lbs.


The following Datafile for Marvel Heroic Roleplay is my first attempt at making a scratch character from the system, so excuse any apparent fumbles.

Bumblebee
Affiliations:
Team: d8
Buddy: d10
Solo: d6


Distinctions:
Some of my best friends are humans.
The least likely can be the most dangerous.
Danger Magnet


Power Set 1: Robot in Disguise
d10 Roll Out  (Shapeshifting)
d8 Burnin' Rubber  (Enhanced Speed)

SFX: Hop in: Replace Burnin' Rubber die with 2d6 or 3d4 on your next roll if you have human passengers.
SFX: That was close!: Spend 1 PP to reduce Physical Stress when using Roll Out. Activate only if More than Meets the Eye Power Set is active.
SFX: Unpredictable Luck: Instead of spending 1 PP, add d6 to the doom pool to create a Robot in Disguise stunt.
Limit: Alternate form. Shut down all More than Meets the Eye powers. Earn 1 PP and add a die to the doom pool equal to any stress suffered.
Limit: Autobot. Earn 1 PP when affected by Cybertronian-specific Milestones and tech.

Power Set 2: More than Meets the Eye
d8 Cybertronian Steel (Durability)  
d6 Plasma Cannon (Attack Powers - Weapons)
d10 Sensor Array (Senses)
d8 It's Good to Stretch My Legs (Shapeshifting)
d6 Strength
 
SFX: Versatile. Replace Sensor Array die with 2d8 or 3d6 on your next roll.
SFX: Rash Decisions: Step up or double any More than Meets the Eye die in a single scene. Create a Watcher opportunity and add a die to the doom pool equal to the newly adjusted die type/amount.
SFX: Make this one count. Shut down Sensor Array to step up Plasma Cannon by +1. Recover Sensor Array by activating an opportunity or during a Transition scene.
Limit: Alternate form. Shut down all Robot in Disguise powers. Earn 1 PP and add a die to the doom pool equal to any stress suffered.
Limit: Gear. Shut down Plasma Cannon to gain 1 PP. Take an action vs. the doom pool to recover.
Limit: Autobot. Earn 1 PP when affected by Cybertronian-specific Milestones and tech.


Specialties:
Covert Expert: d8
Tech Expert: d8
Vehicle Expert: d8


Milestone: Prime is Watching
1 XP: when you overstep your abilities in the middle of a fight
3 XP: when you do something outrageous to impress Optimus Prime and/or the other Autobots
10 XP: when you give up hope of ever pleasing the other Autobots and strike out alone or you end up captured as a result of trying to do something to get back in the other Autobot's good graces

Milestone: Homesick
1 XP: when you mention a connection between your current situation and your experiences on Cybertron
3 XP: when your experiences in Cybertron cause a conflict or confrontation
10 XP: when you choose to have your memories of Cybertron wiped or you abandon your memories of Cybertron for your friendship and new home with the humans of Earth

4.23.2013

Let's Say Our ABC's And Meet Some Friends!

Hello neighbor!

In the coming days, I have a series of posts that I will be sprinkling in with my usual Actual Play spots and whatever else strikes my fancy in the meantime. The first of these will be in the Dungeon Alphabet style, with three separate posts (or three items per post, whichever), one for each of my "current" projects; Wilderlands, Khardtha, and the Pathfinder APs.

Each snippet will, at varying lengths, give a snapshot of the subject matter and how it fits into the campaign, as well as suggestions on incorporating them into other campaign settings or game systems, as I see fit.

The second type of post I'll be scattering throughout is a collection of NPCs from various games of differing systems, all using the core books of any given system to create them at the power of a starting character, so that lazy players may use them as their characters, and lazy GMs have an instant NPC, complete with motivations, etc.

Hang with me, I do have a lot to talk about other than just that and my current games, and I hope that you chime in for discussion in the comments!