Category Archives: NPCs

BoL: Mythic Mercenary Band!

Wherein your humble scribe, in honor of receiving his print copy of the Barbarians of Lemuria Mythic Edition today, presents a traveling band of mercenaries who are also a traveling band.

Oxaal / Lifeblood 12 / Hero Points 5
Attributes: Strength 2 Agility 1 (-1) Mind 0 Appeal 1
Combat Abilities: Initiative 0 Melee 2 Ranged 0 Defense 2
Careers: Blacksmith 1, Minstrel 1, Merchant 0, Mercenary 2
Boons: Attractive, Brawler
Flaws: Hot-Headed
Languages: Talish, Fendic, Iban
Equipment: Hammer (d6), Axe (d6), Small Shield, Heavy Armor (d6-1), Helmet

Dalger / Lifeblood 11 / Hero Points 5
Attributes: Strength 1 Agility 2 Mind 1 Appeal 0
Combat Abilities: Initiative 2 Melee 1 Ranged 1 Defense 0
Careers: Thief 1, Acrobat 2, Minstrel 1, Mercenary 0
Boons: Friends in Low Places, Sneaky
Flaws: City Dweller
Languages: Talish, Fendic, Iban, Guild Speak
Equipment: Sword (d6), Dagger (d6L), Light Armor (d6-3)

Towan / Lifeblood 10 / Hero Points 5 / Arcane Power 14
Attributes: Strength 0 Agility 1 Mind 3 Appeal 0
Combat Abilities: Initiative 1 Melee 1 Ranged 1 Defense 1
Careers: Scribe 1, Sorcerer 2, Minstrel 1, Mercenary 0
Boons: Fearless, Power of the Void
Flaws: Lustful, Absent-Minded
Languages: Iban, Fendic, Alemb, Saiban, Parlish, Taman, Mogani, Yamash, Baldwish
Equipment: Staff (d6), Dagger (d6L)

Homba / Lifeblood 12 / Hero Points 5 / Arcane Power 12
Attributes: Strength 2 Agility 2 Mind 0 Appeal 0
Combat Abilities: Initiative 1 Melee 1 Ranged 2 Defense 0
Careers: Beastmaster 1, Hunter 1, Minstrel 1, Mercenary 1
Boons: Beast-Friend, Mighty Shot
Flaws: Country Bumpkin
Languages: Saiban, Fendic, Iban, Mogani
Equipment: Spear (d6), Compound Bow (d6H), Light Armor (d6-3)

Three Against The Scarlet Trident (Supers!)

The Scarlet Trident

The Scarlet Trident is a criminal organization operating throughout North America. Its ultimate goals, as well as its operational structure, are not understood at present. What is known is that its operatives are almost always equipped with significantly advanced tech. Beam weapons, body armor, stealth suits, even exoskeletons that enhance the wearer’s strength to Super levels have been noted.

Mooks & Henchmen

Scarlet Trident Strike Force 4D
[Qualities: Life Support]

Scarlet Trident Infiltration Team 3D
[Qualities: Invisibility (Sight, Sound)]

Scarlet Trident Brick Breaker
Henchman 4D [Qualities: Super Strength, Super Leap]

Three Heroes Who Have Tangled With The Trident

Certain patterns emerge when analyzing Scarlet Trident operations. To date they have held to committing their crimes with a “things come in threes” pattern. This behavior is almost so obvious as to be trite (as such, it may be deliberately designed to be misleading). There are facets of their actions, though, that are more puzzling. Consider the three most recent Scarlet Trident crimes: each was clearly targeted in areas protected by three decidedly different Supers: Essence, ECHO, and Exile. While these three heroes share certain similarities in their pseudonyms they are otherwise as different as they can be.

Essence is a magical/supernatural heroine who has remained focused on the middle-class suburbs. ECHO is a technological construct operating almost exclusively in the business district and downtown. And Exile a martial artist whose actions have remained confined to the urban slums.

In each incident, a low-scale robbery was undertaken by a deliberately underpowered Scarlet Trident strike force. All three crimes were easily foiled, though no prisoners were captured. The obvious conclusion is that the Scarlet Trident is testing these Supers. But for what purpose?

Essence

Real Name: Alessandra D’Abo
Origin: Magical

Resistances
Composure 3D Fortitude 1D Reaction 2D Will 4D

Advantages
Charismatic

Disadvantages
Enemy (Scarlet Trident)

Aptitudes
Athleticism 2D, Awareness 2D, Occultism 2D, Presence 3D

Powers
Teleportation 2D, Imbue 1D, Insubstantiality 2D, Wizardry 3D (Complication: Smartphone Grimoire)

Competency Pool 0D

ECHO

Real Name: Electroacoustic Construct, Humanoid 0
Origin: Hi-Tech

Resistances
Composure 3D Fortitude 3D Reaction 3D Will 1D

Advantages
Unliving

Disadvantages
Bad Luck, Enemy (Scarlet Trident)

Aptitudes
Awareness 3D, Presence 2D, Technology 3D

Powers
Energy Control (Sound) 4D, Energy Form (Sound) 2D, Flight (Complication: Only in Energy Form) 2D, Size Control (Complication: Only in Energy Form) 2D

Competency Pool 0D

Exile

Real Name: Nathan Willis
Origin: Special Training

Resistances
Composure 1D Fortitude 4D Reaction 4D Will 3D

Advantages
I Brought This Along

Disadvantages
Enemy (Scarlet Trident), Intolerance (Criminals)

Aptitudes
Athleticism 3D, Awareness 2D, Investigation 2D, Intrusion 3D, Presence 2D, Streetwise 2D

Powers
Armor 2D (Complication: Device – Costume), Super Aptitude (Fighting) 4D

Competency Pool 0D

Playing A Gunny Raccoon Or Big Tree Guy

There’s a little movie out right now that you might have heard of called Guardians of the Galaxy. It’s a romp, and at times it feels very much like an RPG session. All of the protagonists are at least somewhat absurd, and their behavior marks them as Chaotic Good or Chaotic Neutral (with Good tendencies, maybe) in D&D-speak. So they come across pretty nicely as PCs.

I got to thinking about what game I’d use to run a similar story, and while my initial thought was something like Supers!, I think that may have been based on lingering ideas that Guardians as a superhero film rather than a big ol’ pulp scifi adventure. I still can’t quite decide between X-plorers and Tales of the Space Princess, though. So I thought I’d work out how I’d do a couple of the more popular characters and use that to inform my thoughts.

So, without further ado, here’s how I’d approach the core race/class considerations for a certain raccoon and his tree-guy buddy…

For X-plorers: Race-As-Class Classes

X-plorers, by default, focuses strictly on humans. But there’s an excellent supplement for designing alien and robot classes, and that’s what I’ve used here.

Gun-Happy Masked Rodent
Humanoid, Animal-Stock
+1 AGI, +1 INT
Pilot 15+, Security 16+, Mechanics 14+, Stealth 14+
Diminutive (+1 AC, -1 melee damage)
Deadly Marksman (+2 to hit/ranged, +1d6 damage/ranged)

Very Large Plant Man
Humanoid, Plant
+1 PHY, +1 PRE
Martial Arts, Survival 14+, Security 16+, Mechanics 14+
Large (+1 melee damage, -1 AC)
Regenerative (2 HP/Round)

For Tales of the Space Princess: Races w/ Suggested Classes

Tales of the Space Princess has great rules for building unique aliens right there in its core book. I approached these two along those lines. Since race & class are separate in TotSP, I’ve listed a suggested class for each.

Gun-Happy Masked Rodent
Alien: Mammal (+1 DEF, Claws/Teeth do 1d6)
Alien Special Ability: +1 DEX
Suggested Class: Scoundrel

Very Large Plant Man
Alien: Plant (+2 Def, Immune to most poisons, +2 to resist mental domination)
Alien Special Ability: +1 STR
Suggested Class: Star Warrior

Conclusions

Even though I’m more partial to Tales of the Space Princess on the whole, I think I have to concede that X-plorers gets this particular job done better. The custom-built race-as-class classes fit just a bit better, even though I’m not 100% sold on the skills that Big Tree Guy winds up with. That’s a reasonable trade for him having a strong Regeneration ability without having to hack on the rules any further.

Vintage Magic World: Trial By Wilderness

Wherein your humble scribe presents a quartet of adventurers for the vintage version of Magic World (you know, the one that was part of the old Worlds of Wonder boxed set). Why? Because boredom is my enemy. An enemy that can be vanquished only by imagining heroes to vanquish it.

“Hold a moment, gents. Allow old Dasq to catch his breath,” the fat rogue bellowed as the hill turned ever more steep as they ascended. “Carrying all of these wilderness provisions is a bit more than I’m used to.”

“Come now, villain,” the merchant replied, his accent nearly impenetrable to his companions. “You were carrying twice the weight easily when the city guard apprehended you.”

“Yea, b’at were gemsnsilver, wernit?” muttered Wheezing Mohan, the mercenary known in Broken Shield as much for his allergies as for his sword arm.

“True enough, true enough,” Dasq nodded in agreement as he lowered his bulk onto a boulder that seemed to groan beneath the weight. “Though why you all had to get involved in that… situation… I do not know. If you’d all just allowed me to escape we wouldn’t be on this damnable quest in the first place. A curse upon the King’s magistrate!”

The wizard, who had not uttered a syllable since they left the city turned swiftly and hissed, “We got involved in the situation as you put it, my fat friend, because the treasures you were fleeing with were ours. Though I concur with your cursing of the charlatan who claims knowledgeable service of the King. This custom of trial by wilderness is both ineffectual and an affront.”

“Wernall in agreem’t onnat,” replied Mohan. And then he sneezed three times. “Trollas. Three sneezes means trollas, mebims. Besget yarms ready.”

Guy d’Marseinné (Scholar) 120 Crowns
STR 9 CON 12 SIZ 15 INT 13 POW 14 DEX 11 APP 11 HP 12 DB +1d6
Weapons: Short Sword 30% (1d6+1), Dagger 25% (1d4+1)
Armor: Cuirboilli (3)
Skills: Climb 55%, Cut Purse 5%, Fine Manipulation 00%, First Aid 45%, Hide 55%, Jump 45%, Linguist 40%, Listen 45%, Literacy 65%, Lore 40%, Mechanical Arts 40%, Mercantile Arts 65%, Move Quietly 25%, Philosophy 40%, Ride 25%, Spot Hidden 25%, Swim 20%, Throw 45%

Vale Loer (Wizard) 390 Crowns
STR 10 CON 6 SIZ 12 INT 15 POW 16 DEX 13 APP 10 HP 6 DB none
Weapons: Staff 45%, Dagger 45%, Sword 45%
Armor:
Skills: Climb 55%, Cut Purse 5%, Fine Manipulation 10%, First Aid 45%, Hide 55%, Jump 45%, Linguist 00%, Listen 45%, Literacy 50%, Lore 00%, Mechanical Arts 00%, Mercantile Arts 00%, Move Quietly 25%, Philosophy 00%, Ride 25%, Spot Hidden 25%, Swim 20%, Throw 45%, Control 45%, Illusion 45%, Lift 45%, Speak To Mind 45%

Fat Dasq (Rogue) 220 Crowns
STR 5 CON 13 SIZ 18 INT 12 POW 9 DEX 15 APP 13 HP 18 DB none
Weapons: Short Sword 55% (1d6+1), Dagger 55% (1d4+1)
Armor: Cuirboilli (3)
Skills: Climb 55%, Cut Purse 75%, Fine Manipulation 75%, First Aid 45%, Hide 55%, Jump 55%, Linguist 00%, Listen 55%, Literacy 00%, Lore 00%, Mechanical Arts 00%, Mercantile Arts 00%, Move Quietly 55%, Philosophy 00%, Ride 25%, Spot Hidden 55%, Swim 20%, Throw 45%

Wheezing Mohan (Warrior) 105 Crowns
STR 13 CON 9 SIZ 13 INT 14 POW 8 DEX 15 APP 11 HP 9 DB none
Weapons: Broad Sword 70% (1d8+1), Mace 65% (1d6+2), Shield 70%
Armor: Ring Mail (4), Leather (2), Shield (12)
Skills: Climb 55%, Cut Purse 5%, Fine Manipulation 5%, First Aid 45%, Hide 55%, Jump 65%, Linguist 00%, Listen 45%, Literacy 00%, Lore 00%, Mechanical Arts 00%, Mercantile Arts 00%, Move Quietly 25%, Philosophy 00%, Ride 75%, Spot Hidden 25%, Swim 20%, Throw 45%

Deluxe Tunnels & Trolls (Beta) Characters: A Warrior & A Wizard

Wherein your humble scribe rolls up a couple of characters for the Beta version of the Deluxe Tunnels & Trolls rules. Because it’s more fun than worrying about the release of D&D 5e, the OSR controversy du jour, or the sad plight of the bees.

“What about these books, wizard?” Zegg asked as he and his companion looted the library that until recently belonged to their freshly-slain foe.

“No. No. No,” the Elven Enchanter muttered as he looked through the stack of skin-bound volumes proffered by his blood-spattered compatriot. “Those are just pale recreations of the text I seek.”

“And what of this tablet? It constantly overwrites itself with words of wisdom from other mages from around the city. Surely it will guide you to what you desire?”

“No, Zegg, it will not. These words run in circles like children at play. They are diverting enough, but they lead nowhere.”

“Well then, Reshek, can we at least partake of this jar of honey? It smells sweet and looks delicious!”

“You may taste of it, my friend,” the wizard replied. “But grow you not too fond of its contents. Precious little of that golden substance remains on our world. Better still, refrain from opening that container and we can sell it for a fortune in the markets of Zaar.”

Zegg the Slayer / Human / Warrior 2 / 6′ 2″ 210 lbs
STR 26* CON 13 DEX 14 SPD 12 INT 7 WIZ 11 LK 4 CHR 10
Combat Adds +16 Wt Possible 2600
Talents Swordplay (+3), Arson (+3)
14gp Scimitar (4d6+2d6+16), Dagger (2d6+2+2d6+16), Target Shield (8)

Reshek the Enchanter / Elf / Wizard 2 / 5′ 9″ 160 lbs
STR 9 CON 5 DEX 19 SPD 7 INT 20 WIZ 21 LK 9 CHR 11
Combat Adds +2 Wt Possible 900
Talents Gambling (+3), Confectionary Arts (+3)
25gp, Sax (2d6+4+2), Bronze Ring (Focus), Light Leather Armor (3)

Supers! RED – Lower Powered Supers

Wherein your humble scribe presents a trio of lower-powered (15D) characters for the recently released Supers! Revised Edition. Unlike the previous Supers RED characters I’ve posted, this batch wasn’t completely randomly-generated. I did start with the random generator, but I made more (and more substantial) edits than I was previously allowing myself.

In every city, in the shadows of the most powerful Supers, you’ll find individuals who make the most of their own, lesser, extraordinary abilities. Some are heroes, just on a lower scale. Some may be vigilantes, fighting evil and injustice from the shadows. Yet others may be up to no good, aided by their own unique powers.

Paramedic Nick Stewart – a veteran of recent military conflicts ‐ is developing a suit of powered armor specifically for use in crisis situations. As he refines his designs, he put this invention to use as the hero known as M.E.D.I.C.

Criminals who venture into the wrong parts of a certain area of town may find themselves face-to-face with something out of their own nightmares. At least, that’s the rumor that keeps getting passed around the neighborhood. It all started a few years back when Mr. Z opened up his photography studio…

Irving Wroblewski is unique. Except that he’s not. You see, in all of the infinite universes, and in every possible dimension, you will find an Irving Wroblewski. But our Irving Wroblewski is the ur-Irving. And this Irving Prime has figured out how to reach across the dimensions and call his counterparts to his aid. If only he would use this ability for something other than petty crime.

M.E.D.I.C. (Medical Emergency and Disaster Intervention Carapace)

Real Name: Nick Stewart
Origin: High Tech

Resistances
Composure 2 Fortitude 2 Reaction 2 Will 2

Advantages
I Brought This Along

Disadvantages
Secret (ID)

Aptitudes
Aircraft 2, Medical 2, Military 2, Technology 2

Powers
Flight 2 (Complication: Device, +1D), Healing 2 (Complication: Device, +1D), Life Support 1 (Complication: Device, +1D), Super Strength 2 (Complication: Device, +1D)

Competency Pool 0D

Mr. Z

Real Name: Maurizio Zetti
Origin: Magical

Resistances
Composure 2 Fortitude 2 Reaction 2 Will 3

Advantages
Intimidating

Disadvantages
Secret (ID)

Aptitudes
Art & Craft 2, Occultism 3

Powers
Mental Blast 2, Mental Paralysis 2, Mental Shield 1, Vampirism 2 (Will)

Competency Pool 0D

Irving Prime

Real Name: Irving Wroblewski
Origin: Special Training

Resistances
Composure 2 Fortitude 2 Reaction 2 Will 2

Advantages
Dumb Luck

Disadvantages
Bad Luck

Aptitudes
Academia 2, Fighting 2, Presence 2

Powers
Dimensional Travel 4, Duplicate Self 4 (Boost: Telepathic Link, -1D)

Competency Pool 0D

Supers! RED – Randomly Generated Big Bad

Wherein your humble scribe presents a randomly generated super villain to serve as the nemesis for The Four, the randomly generated superhero group he knocked out recently for the freshly-released Supers! Revised Edition. This nifty evolution of Simon Washbourne’s Supers! includes a random generator in its Appendix 3, so that’s what I used. Minor editing of the character after generation occurred, but when I say minor I mean minor. This 40D baddie (!) is pretty much exactly as I rolled him.

Born in the fires of the Z’kara Nebula. Steeled in battle against the pan-dimensional nightmare hordes of Aaraath Nyx. Consort to the Obsidian Empress. Overlord of an entire galaxy. These describe the Admiral Kraxx before the bloody Tarnaen rebellion. Now, cast out of his own universe and into ours, transmuted into a being of eminently mutable characteristics by the energies directed against him, Krax the Imprisoned resides in exile on planet Earth. And he does not like it.

Kraxx would likely have a couple of other disadvantages (or at least power complications) if I were going to use him in an actual game, just so he had some kind of Achilles Heel that could be exploited. Enemies, power loss (a la Kryptonite), weaknesses. That sort of thing. But I’ll leave the possibilities to the readers’ imaginations for now.

Kraxx the Imprisoned

Real Name: Admiral Breskan Kraxx, The Annihilator. Exiled Despot of Tarnae. Defilier of the Nine Thousand Empires. Exalted commander of the Althemean Fleet. Conquest incarnate. Power given form. And incredibly frustrated that these pathetic people of Earth just… keep… fighting!
Origin: Non-human

Resistances
Composure 4 Fortitude 5 Reaction 4 Will 4

Advantages
Omni Translator, Is that your best shot?

Disadvantages
Strange Looking (Major/2D/Completely Alien), Rage (Minor/When disrespected or disobeyed)

Aptitudes
Military 5, Fighting 3, Intrusion 2, Performance 3, Presence 4

Powers
Mimic Energy 4, Mimic Substance 4, Teleportation 2, Wizardry 3

Competency Pool 0

Supers! RED – Randomly Generated Superheroes

Wherein your humble scribe presents a fantastical quartet of randomly generated superheroes for the recently released Supers! Revised Edition. This nifty evolution of Simon Washbourne’s Supers! includes a random generator in its Appendix 3, so that’s what I used. Minor editing of the characters after generation occurred, but when I say minor I mean minor. These four are pretty much exactly as I rolled them.

And there came a day unlike any other. A random day. And on that day four mighty heroes joined forces to defend the world from those who would prey upon it. Quickstudy, whose powers were unlocked by a mystical tome she discovered while researching her graduate thesis. Sunburst, a beautiful mutant as radiant as the sun. El Oso, a man cursed to live life as a bear, who serves good in the hope of having this curse lifted one day. And The Weatherman, whose amazing scientific gadgets allow him complete control over the atmosphere.

Beware, evildoers. You face… The Four!

Quickstudy

Real Name: Cynthia Bradley
Origin: Artifact

Resistances
Composure 3 Fortitude 2 Reaction 4 Will 2

Advantages
Is that your best shot?

Disadvantages
Dependent (Husband)

Aptitudes
Academia 2,Slight of Hand 2

Powers
Mimic Aptitude 3, Mimic Power 3, Super Speed 2

Competency Pool 3D

Sunburst

Real Name: Michelle Washington
Origin: Mutant

Resistances
Composure 3 Fortitude 3 Reaction 3 Will 2

Advantages
Celebrity (1D), Charismatic (1D)

Disadvantages
Social Hindrance (Disreputable/1D/Minor)

Aptitudes
Aircraft 2, Streetwise 2

Powers
Damage Aura 2 (Light, Only in Energy Form), Energy Control (Light) 4, Energy Form (Light) 3, Flight 2 (Only in Energy Form), Life Support 1 (Only in Energy Form)

Competency Pool 1D

El Oso

Real Name: Roberto Salvador
Origin: Magical

Resistances
Composure 3 Fortitude 4 Reaction 1 Will 2

Advantages
Size (Big/1D/Grizzly-Sized)

Disadvantages
Addiction (Tobacco)

Aptitudes
Arts & Crafts 3 (Pottery 4), Awareness 2, Shooting 2

Powers
Armor 3, Imbue 1, Super Strength 4

Competency Pool 1D

The Weatherman

Real Name: James Frost
Origin: High Tech

Resistances
Composure 3 Fortitude 2 Reaction 3 Will 3

Advantages
Wealthy (Well Off/1D)

Disadvantages
Secret (Secret ID)

Aptitudes
Academia 2, Technology 3

Powers
Ensnare 2, Flight 3, Weather Control 4 (Boost: Area Effect)

Competency Pool 1D

Mini Six: More Stone Age Characters

Wherein your humble scribe presents a couple of additional Mini Six/Open D6 characters for the Stone Age setting he just posted stuff for recently. It’s not really a setting, to be honest. It’s just a theme.

Orgrahm The Flame Caller / BP 30 / Dodge 9 Block 10 Parry 9
A grizzled old shaman with power over flame.
Might 3D+1 Agility 2D+1 Wit 4D Charm 2D+1
Skills: Magic 2D, Spear 3D, Dodge 3D, History 4D+1, Diplomacy 2D+2
Perks: Sorcerer
Complications: Age
Gear & Armor: Spear (+2D), Hide Armor (2)
Strength Damage: 2D
Spells: Resist Fire, Conjure Fire Elemental, Heal, Bless

Laesha The Witch / BP 26 / Dodge 9 Block 6 Parry 9
A witch who might not always have the tribe’s best interests at heart.
Might 2D Agility 2D+2 Wit 4D Charm 3D+1
Skills: Magic 2D, Knife 3D, Dodge 3D, Stealth 3D, Seduction 3D+2, Persuasion 4D
Perks: Sorcerer
Complications: Demonic Pact
Gear & Armor: Knife (+1D)
Strength Damage: 1D
Spells: Shape Change, Curse, Divination, Illusion

Mini Six: Stone Age Heroes

Wherein your humble scribe presents a trio of Mini Six/Open D6 characters who would be right at home in a game of Sticks & Stones.

Grau The Tiger
He killed a tiger. Single-handedly. Bare-handedly.
Might 3D Agility 3D Wit 3D Charm 3D
Skills: Axe 4D, Dodge 4D, Stealth 4D, Throwing 3D+1, Tracking 3D+1, Brawling 4D+1, Courage 5D
Gear: Axe (+3D), Hatchet (+1D+1), Hide Armor (2)
Static: Dodge 12, Block 13, Parry 12
Strength Damage: 2D
Body Points: 29

Kree The Hawk
She shot a hawk out of the air with her bow. Blindfolded. At night.
Might 2D Agility 4D Wit 3D+2 Charm 2D+1
Skills: Spear 4D, Bow 5D, Dodge 5D, Survival 4D+2, Search 4D+2, Stealth 5D, Throwing 5D, Animal Training 4D+2
Gear: Spear (+2D), Bow (+2D+2), Hide Armor (2)
Static: Dodge 15, Block 6, Parry 15
Strength Damage: 1D
Body Points: 26

Boum The Mastodon
He’s big. And slow. And slooooow.
Might 6D Agility 1D+2 Wit 1D Charm 1D+1
Skills: Club 4D+1, Dodge 3D, Brawling 6D, Survival 3D, Tracking 2D
Gear: Big Club (+3D), Hide Armor (2)
Static: Dodge 9, Block 18, Parry 13
Strength Damage: 3D
Body Points: 38