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

Sunday, August 26, 2012

In Which The Warlock States the Importance of an NPC...


As any gamer can tell you, NPCs tend to be fairly important to any game.  But, in the best of games, those NPCs take on lives of their own.  I've had quite a few great NPCs in my game--the GodDamned Jim Bob comes immediately to mind, as do Thulmir Quent and Elladan RedHand, though a non-human NPC seems to be taking charge of the situation in my most recent games.

Allow me to explain:  with the WittGuild starting back up and with games kicking into gear, it was only fitting to be able to throw down a game for the incoming frosh and the returning students. Hoping to get a full playtest in, I brought out "Killer Clowns 2:  Return to the Dempsey Islands", with three players entering the park, in search of those elusive canister reactors.

Felix the Bobcat, survivor of the Big Bang.
Cross this cat at your peril!
Here's where things get messy, though.  You see, if you've perused my "Reno Six-Pack", you might have noticed that the Librarian character, Garrett Walker, has a friend:  Felix, his bobcat animal companion.

When I first ran "Ravenous in Reno", Chaotic Frederick played Garrett.  And, while his actual waster couldn't hit the broad side of a barn, Felix seemed to be nothing short of a Cuisinart with the attitude of an angry velociraptor.  The bobcat never seemed to miss, always dealt appreciable damage, and never managed to take a wound!  While the first run of "Ravenous in Reno" was meant to be a deliberate TPK session, Felix managed to escape from the final battle before being eaten!

So, let's flash forward to this past week.  With my three players ready to go, I wasn't surprised to see one of them pick up Garrett and his feline buddy.  But, as the game proceeded, it swiftly became obvious:  Felix was the true leader of that posse!  That cat totaled nearly twice the kills of any other member of the posse, including the scenario's final boss, whom he ripped apart with the help of the infamous "Make No Mistake" Adventure Card.

I was astounded!  Felix the bobcat's legend lives on!

I'll be interested to see if this trend continues, should I run this scenario on next year's convention circuit.  I deliberately made each of the Reno Six-Pack to have strengths--Edward Castellan is a beast in melee, Doc Neutron is the most dangerous at range, The Main Man Marlow is the vehicles expert and a good secondary tank--but Walker's greatest strength has always been his Knowledge skills, coupled with Felix.  I don't believe that, statistically, Felix is too strong.  It just seems that this cat's luck never really runs out!

Wednesday, August 17, 2011

In Which The Warlock Presents Ramon Perez Francisco Villa-Nueva...

With The Journeyman GM's game having reached its conclusion, I figured now would be a great time to post the final "known" stats of my Fencer-hexslinger, Ramon.  Enjoy the stats!



Ramon Perez Francisco Villa-Nueva
Stats:

Strength:         d8                                            Charisma:      +1
Agility:           d10                                          Grit:                6
Vigor:             d6                                            Pace:               6
Smarts:           d10                                          Parry:              8
Spirit:             d8                                            Toughness:     5

Hindrances:

Code of Honor (Spanish Chivalric Code)
Outsider—Raised in Florida, Spain
Enemy (Minor)—Mexican Army and Santa Ana
One Arm (VotWW)
Soul Sympathy (VotWW)

 Edges:

Veteran of the Weird West
Arcane Background—Huckster
New Power:  Deflection
New Power:  Quickness
New Power:  Gambler
True Grit (+1 Grit)
High Roller (+1 Card when casting a hex)
Quick Draw (May draw or stow weapon as a free action)
Acrobat (+1 Parry, +2 to all Agility tricks)
Frenzy (may make 2 Fighting attacks as one action, at -2 penalty)
First Strike (make a free attack, if an enemy moves into melee range)
Right Hand of the Devil (Cutlass of Estevanico)

Skills:

Hexslinging—d12
Fighting—d10
Guts—d8
Knowledge: Occult—d8
Knowledge: Philosophy—d8
Notice—d8
Persuasion—d6
Knowledge: Mathematics—d6
Stealth—d6
Investigation—d6

Powers and Trappings:

Altibajo” (Boost/Lower Trait)—Ramon takes up a new fighting stance, or steels himself for the task at hand.
“Estocada” (Smite)—Ramon’s cutlass flashes with arcane energy, damaging any who touch it.
“Remoto Tajo” (Bolt)—Ramon lunges, and a ghostly form leaps from his body, impaling a distant target.
“Desviar” (Deflection)—Ramon’s form shimmers as he parries away weapons, claws, and even bullets.
“Herir de Tiempo” (Quickness)—Moving faster than the eye can follow, Ramon launches a series of attacks.
“Arriesgarse” (Gambler)—Ramon spends a few moments in quiet reflection, tracing geometric patterns in the ground with his cutlass.


Key Gear:

Cutlass of Estevanico—Relic Cutlass—Strength +2d8
Whip
Boot Knife
Smoke Pellets
Restoration Elixirs and Sampson’s Elixirs
The Heart of Darkness diamond, in a lacquered (and securely locked!) box


Accompanied by “Skippy” the Huckster, whom Ramon helped to release from Rock Island Prison.

Monday, January 31, 2011

In Which The Warlock Hits on 19...

My apologies on the late entry, but this time it was intentional.  With my Sunday Deadlands group in Dodge City, I wanted to show off some of my recent creations as the posse diligently pursues The Walkin' Man. 

Stumbling into Dodge City, the party ran headlong into a gunfight between some overeager young Jayhawkers and a long-retired Confederate lieutenent.  As it turns out, Marshal Deger had been forced to go back on his "no open firearms" policy, as mysterious disappearances had been plaguing the city.  Deger, and his infamous deputy Wyatt Earp, called upon the party to investigate...starting with the ghoul warrens beneath Boot Hill.

Not wanting to investigate the ghoul warrens alone, the party quickly took up on Deger's offer to call on his cousin, one William Barclay Masterson.  But, not wanting to go in without a proverbial "big gun," Will the ManMan called upon Rev. Jacobson's oldest friend--the buffalo hunter known as The Arizona Kid.  But, as it turned out, Sam Pelfrey's learned a few tricks since hanging out at the carnival with Elijah!  With a Blackjack hand second to none, flipping cards has become all but second nature to this dead-eye...

Name:  Sam "The Arizona Kid" Pelfrey

Race:  Human
The Arizona Kid's ready to take out some ghouls!
Strength:  d8
Vigor:  d6
Agility: d10
Spirit: d6
Smarts: d8

Charisma:  +0
Pace: 6"
Toughness: 5
Parry: 5
Grit: 3
XP:  40

Edges:  Marksman, Steady Hands, Arcane Background: Huckster, New Power: Quickness, Rapid Recharge

Powers:  Aim, Quickness, Gambler

Skills:  Shooting d10; Gambling d8; Guts d8; Riding d8; Fighting d6; Stealth d6; Tracking d6; Knowledge (Occult) d6; Climbing d4; Notice d4

Major Gear:
Buffalo Rifle--Bullard Express .50--2d10 (AP 2)--24/48/96
Winchester Army Pistol .36--2d6 (AP 1)--12/24/48
Bowie Knife--d8+d4+1

Description:  Sam Pelfrey grew up in and around Independence, Missouri, where he was friends with a young Elijah Jacobson.  While Elijah grew up and headed off to seminary, Sam opted for making the "quick buck" through gambling, particularly his favorite game--Black Jack.  However, upon besting an exotic lady outside of Deadwood, Sam found himself with a new admirer...one that knew much about the tricks that cards really hold.  Sam put his newfound arcane talents to good use, swiftly gaining reputation as a peerless shot amongst the legions of buffalo hunters roaming the High Plains.  Going by the alias "The Arizona Kid", Sam just lets his Bullard Express and his cards do the talking, and the name spreads itself.

For those of you unfamiliar with Deadlands, Sam is what's referred to as a "Huckster".  By besting a demon (known as a manitou or a Joker) in a battle of wills, a Huckster can cast spells much like the wizards of old.  For most Hucksters, this battle of wills takes place as a hand of poker, though other variations--including blackjack--are common.  Sam is actually a special variety of Huckster, known as a "Hexslinger", which is simply a Huckster that uses his hexes to improve his aim and prowess with a gun.

Wednesday, November 03, 2010

In Which The Warlock Mans the Walls...

With the Siege of Morgordal Keep on the horizon, now's a great time to show off some of the NPCs that'll be aiding our heroes through their trials.  So now, as a special preview are three of their NPC allies:  Thorgrim (clan-brother to Russell and Sergeant of the Novgorod), Fracture (the mysterious shardmind freed by Lupin's sundering of a githyanki silver sword), and the always-charismatic Elladan Redhand!

Thorgrim, Clan Messenger Level 18 Soldier

Medium natural humanoid XP 2,000
HP 174; Bloodied 87
AC 36; Fortitude 31; Reflex 28; Will 30 Speed 5
Saving Throws +5 vs poison effects Initiative +14
Perception +15   Low-Light Vision

Traits
Stand Your Ground
When an effect forces a dwarf to move—through a push, a pull, or a slide—the dwarf moves 1 square less than the effect specifies. When an attack would knock the dwarf prone, the dwarf gains an immediate saving throw to avoid falling prone.

Standard Actions
R Throwing Hammer (weapon) • At-Will
Attack: Range 5/10; +23 vs. AC
Hit: 1d10 + 9 damage.

M War Pick (weapon) • At-Will
Attack: +24 vs. AC
Hit: 1d10 + 9 damage and the target is marked.

m Blood Frenzy Strike • Recharge 4 5 6
Attack: +25 vs. AC
Hit: 3d10 + 9 damage and the target gains Vulnerability 7 to all damage until the end of Thorgrim's next turn.

m Shield Breaker • Recharge 5 6
Attack: +24 vs. AC
Hit: 4d10 + 9 damage, and the target takes a -2 to AC and Reflex until the end of Thorgrim's next turn.

m Barrelling Charge • Daily
Effect: (One, Two, or Three Creatures); Thorgrim shifts his speed and makes a War Pick attack against each target. On a hit, the target is also dazed (save ends).

Minor Actions
Dwarven Fortitude • Recharge 5 6
Effect: Thorgrim makes a saving throw against each effect currently affecting him, even if the effect does not normally allow a saving throw. On a success, the effect ends.

Triggered Actions
Vengeance of the Clan • Encounter
Effect (Immediate Interrupt): Thorgrim makes a melee basic attack against the enemy.

Skills Dungeoneering +22, Endurance +20, History +18, Intimidate +18
Str 25 (+16) Dex 16 (+12) Wis 22 (+15)
Con 22 (+15) Int 19 (+13) Cha 19 (+13)

Alignment:  Good  Languages Common, Dwarven
Equipment scale armor, war pick, throwing hammer x4



Fracture--Shardmind Monk Level 18 Skirmisher

Medium immortal humanoid (living construct) XP 2,000
HP 171; Bloodied 86
AC 32; Fortitude 30; Reflex 30; Will 29
Speed 8
Resist 10 psychic Initiative +17
Perception +18

Standard Actions
m Fist of Nine Shadows (psionic, implement) • At-Will
Attack: Melee 1 (one creature); +21 vs. Fortitude
Hit: 1d10 + 15 damage, and the target is pushed one square.
Effect: Fracture may make an Athletics check to jump with a +5 power bonus to the roll. It is treated as having a running start when jumping.

C Five Storms (psionic, implement) • At-Will
Attack: Close Burst 1; +21 vs. Reflex
Hit: 1d8 + 15 damage.
Effect: Fracture may shift two squares before or after this attack.

R Tumbling Boulder (psionic, implement) • Recharge 5 6
Attack: Melee touch (one creature); +20 vs. Reflex
Hit: 1d10 + 21 damage and the target falls prone and cannot stand until the end of Fracture's next turn.
Effect: Fracture shifts 4 squares and gains a +2 to all defenses until the end of its next turn.

A Mind Swarm (psychic) • Encounter
Effect: Area Burst 1 within 5 (enemies in burst); All enemies in the burst grant combat advantage until the end of Fracture's next turn. He also gains a +2 to all defenses until the end of his next turn.

M Dancer on the Living Gate (psionic, implement) • Daily
Attack: Melee 1; +21 vs. Fortitude; Fracture shifts its speed and makes this attack once against each adjacent enemy during the shift.
Hit: 3d10 + 15 damage.
Miss: Half damage.

Move Actions
Immortal Spider Technique (psionic) • At-Will
Effect: Fracture may climb its speed and may even move across overhanging surfaces like ceilings. If Fracture ends its turn on such a surface, it falls.

Skills Athletics +20, Endurance +18, Stealth +20
Str 22 (+15) Dex 22 (+15) Wis 19 (+13)
Con 19 (+13) Int 22 (+15) Cha 8 (+8)
Alignment:  Unaligned   Languages Common, Deep Speech, telepathy 15


Elladan Red-Hand (Level 18) Level 18 Lurker

Medium fey humanoid (eladrin) XP 2,000
HP 139; Bloodied 70
AC 32; Fortitude 30; Reflex 29; Will 30
Speed 6 Initiative +19
Perception +17    Low-Light Vision

Standard Actions

m Acrobatic Strike • At-Will
Attack: +23 vs. AC
Hit: 1d4 + 12 Hit: If Elladan is grabbed, he escapes the grab. Before or after the attack, Elladan may shift one square. This power may be used at Range (5/10).

M Scoundrel's Philosophy • Recharge 4 5 6
Attack: Melee or Ranged 5/10; +23 vs. AC
Hit: 3d4 + 12 and make a secondary attack vs. Will. On a hit, the target is dazed until the end of Elladan's next turn.

M Tornado Strike • Recharge 5 6
Attack: +23 vs. AC; One attack per target.
Hit: 4d4 + 11 damage and Elladan may slide the target 6 squares. Effect: Elladan may move 3 squares after the attack.

M Courage Breaker • Daily
Attack: Melee or Ranged 5/10; +23 vs. AC
Hit: 6d4 + 11 damage and the target is slowed and takes a -2 penalty to all attacks (save ends both).

Move Actions
Fey Step • Encounter
Effect: Elladan teleports 5 squares.

Triggered Actions
Leaping Dodge • Recharge 6
Effect (Immediate Interrupt): Trigger: An enemy targets Elladan with an attack. Elladan makes an Athletics check to jump with a +5 bonus, and jumps the appropriate distance.

Other Powers
M Sneak Attack (Backstabber)
Effect: Once per round, when Ellandan hits a creature that he has combat advantage against, he deals an additional 3d8 damage.

Skills Stealth +20, Acrobatics +20, Arcana +17, Athletics +17, Bluff +21, Diplomacy +21, Dungeoneering +17, Endurance +18, Heal +14, History +14, Insight +17, Intimidate +18, Nature +14, Religion +14, Streetwise +18, Thievery +20

Str 22 (+15) Dex 22 (+15) Wis 16 (+12)
Con 25 (+16) Int 16 (+12) Cha 25 (+16)

Alignment:  Unaligned Languages Common, Elven, Dwarven
Equipment just about anything needed...

 
(All of these NPCs were created using the Monster Builder software, created by Wizards of the Coast.  All rights are reserved by their respective holders.)

Wednesday, September 01, 2010

In Which The Warlock's Friends Gain Some Friends...

If it's one trend that tends to happen in Wittenberg-run games, it's that groups have a tendency to pick up NPCs. Games almost turn into harems, with hangers-on, henchmen, followers, and friends following the exploits of the PCs in any given game.

The Enigmatic Mr. Ebbs, I believe, first experienced this when he ran a Mutants and Masterminds game a few years back. In that game, the group gathered up NPC after NPC, with an angelic-origin PC nearly becoming pope! She had a full cult surrounding her, believing she was of divine origin and would bring about The Rapture!

This continued as EEE GMed us into the "Pyramid of Shadows"--one of the Wizards of the Coast-published 4e D&D modules. Trapped in the titular pyramid, our heroes began recruiting civilians and other humanoids who became entranced by the psionic call of the pyramid. It's from these humanoids--replete with randomly rolled stats--that we ended up with such luminaries such as Clevon Washington and The Goddamned Jim-Bob!

In fact, I even mandated the trend while running "Pirates of the Underdark", with each PC creating an NPC to serve above their ship, the Red Mourning. Details on all of those NPCs can be found in some of my earlier entries. The enigmatic wizard Durgrek, the mysterious investigator Nalen the Lesser, and Mathir's 'slave-boy' Elkantar all came from PotU.

And, so it goes with my weekly "Tear of Ioun" game. At first, it was merely one NPC. The players picked up Elladan Red-Hand, after he saved them from imprisonment during the Siege of Wellspring. His "Liberace meets Jack Sparrow meets Chairman Kaga, then becomes The Doctor" personality immediately endeared him to Lupin--the group's Banite battlemind/paladin--and Elladan's followed them ever since.

Following this, when we picked up a new player--Jess--she took on the role of Shantira, the lone Stormcrow that the group was able to save from the Forlorn Tower. A pyromaniacal eladrin warlock, Shantira's added ranged damage, numerous ritual castings, and a love interest for Lupin as the group entered the Shadowfell.

But were they done there? Oh, no. Rather, our runepriest--Russell--is out for his own kingdom! After his own clan was sundered, Russell received word from Thorgrim, his clan-brother, that a new delve was being founded back on the Prime Material plane, and needed his guidance! Russell, ever the pragmatic priest of Kelemvor, has decided to take it upon himself to lead his clan back to glory...

And what's best? I still have one great NPC in reserve. You see, Vaymeer (the Harrowfolk barbarian that started all of this mess) is still in the picture. Beaten twice, thrown into the Shadowfell by Lupin's githyanki blade, and marooned without his tribe, he's got an axe to grind with the party...and it's already sharpened and waiting.

Then again, one has to wonder...what happens when one sunders a githyanki silver blade? Lupin, Russell and company are about to find out! :D