Category Archives: NPCs

BRP Character: Roger “Lucky Dog” Doggett

Wherein your humble scribe presents an NPC for use with Basic RolePlaying.

Lieutenant Roger “Lucky Dog” Doggett, the leader of November Company, is the kind of man an ordinary soldier can look up to. He’s a big fella who doesn’t shy away from a fight, but he’s also clever enough to know when and how to avoid trouble. More than anything, though, Lucky Dog is just plain likable. So likable, in fact, that if he makes it out of the war in one piece there’s already some talk of him running for office when he gets back home to Texas. You can bet your spare chocolate and stockings that there’s not a man in November Company who wouldn’t vote for Doggett.

STR 14 CON 16 SIZ 17 INT 13 POW 15 DEX 13 APP 16
Hit Points 17 Major Wound 9 Power Points 15

Damage Bonus: +1d4
Weapons: Rifle 50%, damage 2d6+2
Revolver 65%, 1d8
Fist 50%, 1d3+1d4
Grenade 50%, 4d6
Armor: none
Skills: Appraise 35%, Artillery: Machinegun Turret 15%, Bargain 25%, Brawling 50%, Command 60%, Dodge 61%, Drive: Jeep 55%, Etiquette 35%, Fast Talk 35%, First Aid 55%, Firearm: Revolver 65%, Firearm: Rifle 50%, Grapple 35%, Heavy Machine: Tank 11%, Heavy Weapon: Bazooka 11%, Insight 25%, Perform: Acting 25%, Persuade 35%, Language: German 20%, Language: Italian 10%, Language: English 85%, Listen 50%, Sense 30%, Spot 55%, Status: Army 55%, Throw 50%

BRP Character: Sergeant Frank “Nails” Braddock

Wherein your humble scribe presents an NPC for use with Basic RolePlaying.

Like his nickname, Sergeant Frank “Nails” Braddock is as tough as they come. But it’s not easy being a squad leader in November Company – not with the Desert Fox panting down your neck and the sand and heat dogging your every step. Still, just like his pop before him, the son of Colonel Nathaniel “Tombstone” Braddock knows that man’s gotta do what a man’s gotta do. And in 1943 that means that brave men must do their part and stand up to the Axis so that world can be made safe for truth and justice.

STR 14 CON 16 SIZ 11 INT 12 POW 10 DEX 10 APP 13
Hit Points 14 Major Wound 7 Power Points 10

Damage Bonus: +1d4
Weapons: Rifle 70%, damage 2d6+2
Revolver 70%, 1d8
Fist 70%, 1d3+1d4
Grenade 55%, 4d6
Armor: none
Skills: Brawling 70%, Climb 60%, Command 35%, Dodge 75%, First Aid 55%, Firearm: Rifle 75%, Firearm: Revolver 65%, Gaming 32%, Grapple 60%, Heavy Machine: Tank 40%, Heavy Weapon: Machinegun Turret 22%, Heavy Weapon: Tank Gun 22%, Insight 25%, Jump 45%, Knowledge: Military History 20%, Language: German 25%, Ride: Horse 30%, Sense 30%, Spot 40%, Status: Army 45%, Stealth 30%, Swim 45%, Throw 55%

Traveller: The Cat Is In The Bag

Wherein your humble scribe presents a group of three characters for (classic) Traveller. All of these were rolled up by-the-book from Book 1: Characters And Combat.

Kicking around the ‘roids of Emental in the Claybourne Subsector after mustering out, this group of relative striplings are in desperate need of a patron. But what can an army sawbones, the troubled young woman he got booted from the service for, a jarhead grease monkey, and brainy ex-scout do to earn an honest living?

Well, there was that fancy guy at the starport casino, talking about needing help recapturing the grex panthera (or whatever he called it) that had gotten loose from its enclosure at his villa. That didn’t sound too difficult. Sam and Roy should be able to figure out the best way to tranquilize the thing, and Allan can certainly solomani-rig some kind of trap if need be. And Noemi? Well, maybe she can keep that sissy noble company by showing him just how grunts play cards. Really, what could possibly go wrong?

Samuel Lazarus
994694 Age 22 1 Term (Service: Army, Final Rank: Captain)
Rifle-1, Medical-3
Cr5,000

Noemi Gaccione
894577 Age 22 1 Terms (Service: Army, Final Rank: Lieutenant)
Rifle-1, SMG-1, Gambling-2
Cr10,000

Allan Kamin
699684 Age 30 3 Terms (Service: Marines, Final Rank: Captain)
Cutlass-1, Mechanical-3, Brawling-1, Gambling-1
TAS
Cr20,000

Roy Boatright
77AA78 Age 34 4 Terms (Service: Scouts)
Pilot-1, Navigation-2, Vacc Suit-1, SMG-1, Jack of All Trades-1, Mechanical-1
SMG
Cr40,000

LL/AEC Rogues Gallery: The Sisters of True Desire

Wherein your humble scribe presents what might be an Adventuring Party for Labyrinth Lord/Advanced Edition Companion. These characters are all 1st level, were granted maximum HP (Advanced Style), and have a bare minimum of equipment. They were all created with 3d6 for stats, more often than not in order. And, as is now commonplace, they all have some snappy headgear.

Sent forth from their sacred temple in the Wieghorst mountains by the high priestess of Lofn, the goddess of forbidden love and illicit unions, the Sisters Jytte, Anne-Lis, and Rakel are on a mission to convince the great Jarl Valdemar that his seven sons should be allowed to marry the women of their choosing, rather than the “proper” brides the Jarl will soon announce he has selected. The brothers Lundgaard, favorites of the clergy of Lofn for their strict vows of non-alignment, serve as the Sisters’ guardians. Unbeknownst to these travelers, agents of Markgreve Torbjorn – whose seven daughters are the most likely candidates for official selection as brides – pursue this band and aim to prevent them from ever reaching the halls – and ears – of Jarl Valdemar.

Sister Jytte / Human Cleric 1 CG
Head Gear: A heavy, fur-lined hood
STR 8 INT 12 WIS 16 DEX 9 CON 13 CHR 12
HP 9 AC 4 Gold 43
Mace, Sling & 10 bullets, Chainmail, Shield, Silver Holy Symbol
Cleric Spells: Create Water, Cure Light Wounds, Resist Cold

Sister Anne-Lis / Human Cleric 1 CG
Head Gear: A heavy, fur-lined hood
STR 11 INT 8 WIS 14 DEX 13 CON 9 CHR 15
HP 8 AC 3 Gold 3
Mace, Sling & 10 bullets, Chainmail, Shield, Silver Holy Symbol
Cleric Spells: Cure Light Wounds, Detect Magic, Resist Cold

Sister Rakel / Human Cleric 1 CG
Head Gear: A heavy, fur-lined hood
STR 6 INT 10 WIS 13 DEX 8 CON 9 CHR 14
HP 8 AC 5 Gold 13
Mace, Sling & 10 bullets, Chainmail, Shield, Silver Holy Symbol
Cleric Spells: Protection from Evil, Purify Food & Drink, Resist Cold

Mogens Lundgaard / Human Fighter 1 N
Head Gear: A “bear face” masked helm
STR 16 INT 15 WIS 7 DEX 9 CON 11 CHR 10
HP 10 AC 4 Gold 57
Battle Axe, Hand Axe, Light Crossbow & 10 quarrels, Chainmail, Shield

Niels Lundgaard / Human Fighter 1 N
Head Gear: A “bear face” masked helm
STR 14 INT 11 WIS 10 DEX 16 CON 11 CHR 11
HP 10 AC 2 Gold 34
Spear, Hand Axe, Light Crossbow & 10 quarrels, Chainmail, Shield

BoL Foes: Eagle Knights & Jaguar Warriors

Eagle Knights & Jaguar Warriors (Cuauhtli and Ocelotli in Tlacuatl), though representing two distinct orders within Tlactoztol society, ultimately serve very similar roles and are often considered sides of the same coin both inside and outside the lost valley. These two groups are primarily comprised of older, accomplished soldiers of noble birth, though truly valiant or noteworthy commoners are occasionally elevated into their ranks. To attain true membership in either the Eagle Knights or the Jaguar Warriors, a warrior (regardless of supposed birthright) must have successfully taken no less than four significant opponents alive in battle.

Despite their efforts to claim certain additional rights and assert themselves within Tlactozotl politics, these two groups have no true authority of their own and function more as “open” secret societies or fraternal orders than as actual power blocs. This in no way diminishes their role during time of war, nor does it make any particular Eagle Knight or Jaguar Warrior less dangerous a foe.

Both Cuauhtli and Ocelotli forego the traditional yellow-feathered headdress worn by the Coztli (the warrior caste of Tlactoztlan) in favor of their own order’s preferred helmets, which resemble the heads of their respective avatars.

Essences
Lifeblood 12

Attributes
Strength 2
Agility 1
Mind 0
Appeal 0

Combat Abilities
Brawl 0
Melee 2
Ranged 1
Defense 0

Career
Soldier 2
Noble 1

Protection: 1d6-1 (quilted cotton armor & shield)
Weapons:
Macuahuitl (obsidian-toothed wooden swords) 1d6+3 (-1 to hit)
Atlatl (dart thrower) 1d6+1
Tepoztopilli (spear), 1d6+2

Traveller: Baby You Can Drive My… Hovercraft? Submarine? Helicopter?

Wherein your humble scribe presents a group of three characters for (classic) Traveller. All of these were rolled up by-the-book from Book 4: Citizens of the Imperium.

This group of well-educated, yet oddly not very bright, folks met after mustering out of their various careers on Hepaxion in the Claybourne Subsector. They’re not entirely sure what they want to do with the rest of their lives, but between the three of them they have a good grasp on the mechanics of getting there. It’s only a matter of time before one of them reads a good idea that someone else thought of and works out how to put it into action. That, or some quick-witted patron will realize that his transportation needs are covered by this largely non-threatening trio.

Reuben Matusiak
4996B8 Age 34 4 Terms (Service: Bureaucrat, Final Rank: Assistant Manager)
Vehicle: Hovercraft-2, AutoPistol-1, Admin-2, Computer-1, Recruiting-1
AutoPistol
Cr130,000

Stefan Ozols
8764A6 Age 22 2 Terms (Service: Sailors, Final Rank: Lieutenant)
Water Craft-2, Demolition-1, Electronic-1, Communications-1
SMG
Cr30,000

Teresa Ballinger
8675C5 Age 38 5 Terms (Service: Flyers, Final Rank: Staff Major)
Air Craft: Helicopter-2, Survival-2, SMG-1, Medical-1, Admin-1, Gambling-1, Carousing-1
SMG, High Psg
Cr20,000

WNMHGB Character: Lt. Commander Yzel’k

Wherein your humble scribe presents a character for Where No Man Has Gone Before, his favoritest Star Trek game ever.

Born on Federation colony Madera III to an archaeologist, a doctor, a Federation Yellow Shirt and a free trader, Yzel’k soon moved to Iza V with his charan and shreya while his zhavey was assigned to a tour aboard the USS Majestic. Sadly, his thavan was killed in a freak shuttle accident before Yzel’k was born. While on Iza V, young Yzel’k had an adventuresome time, exploring the remote valleys and caves with his pet throvak (which is a lot like a sabertooth tiger that never gets bigger than a large house cat).

Eventually, Yzel’k felt the call of Starfleet and shipped off to the Academy, to his zhavey’s delight and his charan and shreya’s chagrin. By entering the sciences, though, Yzel’k brought some degree of harmony and balance back to his family. While at Starfleet Academy, Yzel’k took a course from Dr. Roger Korby, which ultimately led to his decision to pursue Archaeological Medicine as his focus.

Yzel’k’s post Academy career has been an eventful one indeed. While assigned to the USS Taurus (a Hermes Class ship) he not only discovered a conduit to the Mirror Universe – which he narrowly rescued the ship from – but also displayed great sacrifice in not using the mysterious alien device time travel device the crew discovered to save his thavan’s life.

While posted to Starbase 9, Yzel’k uncovered a Romulan spy and prevented the destruction of several ships and the base itself. Later, back aboard the USS Taurus as part of a diplomatic envoy, Yzel’k took part in a heroic rescue mission when a distress call was received from the USS Tian An Men (a Miranda Class vessel).

Captain Serena Carroway of the Tian An Men was so taken with Yzel’k’s performance during the rescue of her ship (and he with her uncommon beauty) that she specifically requested he be assigned to the Tian An Men during his next tour of duty. While serving as chief science officer for Captain Carroway, Yzel’k once again took part in a rescue mission when the ship responded to a distress call from a civilian transport ship. Yzel’k was personally responsible for saving the lives of all 500 passengers and crew of that ship.

Later during the same tour, Yzel’k and the rest of the crew of the Tian An Men discovered a new civlization – a race of bird-like humanoids living in the rainforests on the moon of Daneb IX. When communication with the Danebixians proved difficult, it was Yzel’k who puzzled out their language, showing great creativity in the process.

For his next tour, Yzel’k was transferred to the USS Saratoga (a Miranda Class vessel) under somewhat mysterious circumstances, though records indicate that his relationship with Capt. Carroway of the Tian An Men had become somewhat strained. While aboard the Saratoga Yzel’k’s quick action in a battle with Romulan forces saved the life of that ship’s captain, Commodore Adam Inman. During that same tour, the Saratoga discovered a new civilization on Fimiri II, a hostile group of humans from a lost colony ship from the late 20th Century who had established a culture based on the teachings of Ayn Rand. Yzel’k used his keen knowledge of that author’s writings to save a number of his crewmembers lives.

Lt. Commander Yzel’k now finds himself posted to the USS Daedalus, under the command of Captain Hal MacMillan, where he is expected to serve as chief science officer.

Name: Yzel’k
Species: Andorian

Class: Blue Shirt
Ship Position: Science
Rank: Lt. Commander

Level: 7
XP: 0
HP: 44
AC: 14

Action Points: 2

Str: 10 (+0)
Dex: 12 (+1)
Int: 18 (+4)
Cha: 12 (+1)

Skills:
Communication +4
Engineering +4
Knowledge +10 (Trained)
Medicine +10 (Trained)
Physical +4
Subterfuge +4

Talents:
Exploit Weakness
Plan
Breakthrough
Trained Skill (Medicine)
Recollection

Melee Attack Bonus: +7
Ranged Attack Bonus: +8

BRP Character: Fujiwara Shigeki

Wherein your humble scribe presents an NPC for use with Basic RolePlaying.

Fujiwara Shigeki is world renown as the lunatic daredevil who will scale any building, anywhere, regardless of the dangers involved. His broken English, his emphatic shouts of “Go For It!” when confronted with a challenge, and his obsession with Henry Mancini’s “Baby Elephant Walk” have endeared him to his fans across the globe. This absurd ascender is currently in training to tackle four skyscrapers in Chicago, where he plans to offer his fans a chance to impede his efforts by throwing flower pots, buckets of water and fruit at him from various windows throughout the structures.

STR 13 CON 12 SIZ 10 INT 13 POW 15 DEX 16 APP 16
Hit Points 11 Major Wound 6 Power Points 15

Damage Bonus: none
Weapons: none
Armor: none
Skills: Brawling 75%, Climbing 90%, Dodge 75%, Grapple 75%, Insight 40%, Jumping 75%, Language: English 13%, Martial Arts (Karate) 25%, Martial Arts (Judo) 25%, Ride: Horse 50%, Sense 70%, Stealth 70%, Swim 75%, Throw 75%

1977 Detectives: Hu Fong Lee, His Daughter, And Her Henchmen

Wherein your humble scribe succumbs to the siren song of Mini Six once again. The fabulous Precinct ’77 mini-setting continues to serve as the inspiration.

Hu Chang Min parted the beaded curtain, allowing a flare of sunlight into the dim, smoke-filled room behind the Canal Street storefront. Pausing briefly to place a small round coin in the palm of the golden Buddha that stood beside the doorway, she crossed the room silently. Alerted to her presence by the sound of the tribute, her father lifted his wizened head and watched as she approached, regarding with some amusement the haughtiness in her bearing even as she strove to show the traditional deference required by their culture.

“Father,” the elegantly dressed young woman began, bowing slightly at the waist, her exquisite black hair flowing like ink down her back as she did. “Lt. Washington is, as the gweilo say, a tough customer. I do not presume to know your mind, but I feel as though I must suggest that the detective now knows too much.”

“Daughter,” replied Hu Fong Lee, his eyes bright with appreciation for his daughter’s boldness. He knew it would not be long before the girl began to exert herself even more. She had been growing more assertive ever since her brother had left the City to expand the family’s influence in California. “I have allowed the black jing cha to learn precisely as much as I desire, and no more. However, to ensure that my generosity is not exceeded, I request that you take Lo, Din and Tsu and eliminate Lt. Washington tonight. I believe he will be found at the drinking establishment known as McSorley’s. Try not to involve anyone else, if possible, please. We do not want to attract undue attention.”

“Of course, father,” Min replied, her face scarcely able to conceal the pride she felt at being entrusted with this task. Soon Hu Fong Lee would be too old to run the operation, and with Wang-fen occupied with the situation she had arranged for him in San Francisco, surely she would be named her father’s successor. “I will gladly remove this threat to our, I mean, your organization.”

“Go then, my Jade Blossom, and bring honor to our family,” the old man replied. If she could perform this task, faced with the unexpected variables Hu Fong Lee knew that she would encounter, he would feel that she was prepared to assume even more responsibilities. And if she failed? The wily old man chuckled to himself quietly as his daughter left his sanctuary, pausing again before the golden Buddha at the door. If she failed, so be it. He was not so ready to retire to the opium den that he could not maintain the business until his number one son returned from his journey to the West.

Hu Fong Lee
Might 1D Agility 2D+2
Wit 3D+2 Charm 3D+2
Skills: Brawling 2D, Dodge 4D+2, Good Cop 5D+2, Bad Cop 4D+2
Perks: Ethnic Background (Chinese)
Complications: none
Gear: none of note
Static: Dodge 14, Block 6, Parry 3
Body Points: 24
Armor: none

His Daughter, Hu Chang Min
Might 2D Agility 4D
Wit 2D+1 Charm 2D+2
Skills: Brawling 3D, Dodge 5D, Guns 5D, Sneak 5D, Undercover 3D+2
Perks: Ethnic Background (Chinese), Heaving & Breathless
Complications: none
Gear: Light Pistol (3D)
Static: Dodge 15, Block 9, Parry 6
Body Points: 28
Armor: none

Her Henchmen, Lo, Din, and Tsu
Might 3D Agility 2D+2
Wit 1D+2 Charm 1D+2
Skills: Brawl 4D, Melee 4D, Muscle 4D, Dodge 3D+2, Guns 3D+2, Bad Cop 2d+2
Perks: Ethnic Background (Chinese)
Complications: none
Gear: Pistol (4d)
Static: Dodge 11, Block 12, Parry 12
Body Points: 32
Armor: none

BoL Foes: Izatacli – The Sorcerers Of Tlactoztlan

Wherein your humble scribe presents a set of opponents for his Mesoamerican themed setting for Barbarians of Lemuria.

The sorcerers of Tlactoztlan, when spoken of at all, are know by the appellation Izatacli, the white-headed ones. Like the white-crowned parrots whose feathers comprise their distinctive headdresses, Izatacli are aloof and distant from the world. As magicians, Izatacli are possessed of eldritch wisdom and the means to exert their wills over reality, a fact that makes them terrifying to the average Tlactozotl, and potentially terrible foes for those who are not consumed with fear. Izatacli seldom interact with Texotli or Coztli, preferring either the company of their own kind or else the solitude that allows them to pursue their magical studies more effectively.

Below are stats for Izatacli Rabble and Izatacli NPCs. Individual Izatacli Villains, like Nezatl Xomec, are unique and should be created as needed by the Game Master.

Izatacli Rabble

An apprentice wizard, or perhaps a dabbler in the arcane arts.

Essences
Lifeblood 2
Arcane Power 3

Attributes
Strength -1
Agility 0
Mind 1
Appeal 0

Combat Abilities
Brawl 0
Melee 0
Ranged 0
Defense 0

Career
Sorcerer 0

Protection: 0 (no armor)
Weapons: Jade Monkey Dagger d3-1

Izatacli NPCs

A seer. A witch. A crazy old hermit. Or maybe an advisor to the King.

Essences
Lifeblood 7
Arcane Power 12

Attributes
Strength -1
Agility 1
Mind 2
Appeal 0

Combat Abilities
Brawl 0
Melee 0
Ranged 1
Defense 1

Career
Sorcerer 2

Protection: 0 (no armor)
Weapons: Jade Monkey Dagger 1d3-1