Dark Star Prophecy NPC Roster

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Standard NPCs

Fighter, Standard

These stats are appropriate for a standardized warrior, a basic member of the city guard, a rowdy ex-soldier in a bar, etc. His (or her) skills can be customized to suit specifics, but the assumption is that such a character will use a 1-handed weapon, carry a ranged weapon for backup, wear armor, and carry a shield.

The stat block provided here can be used for fighters of any race, even more exotic types, with a few small adjustments. For example, to create a skeletal warrior, you could use very similar stats and simply apply appropriate innate abilities or weaknesses (such as bonus AC against piercing damage or a vulnerability to holy elemental magic).

Fighter, Standard
HP 70, MP 0, TP 31
Stats Substats Skills
COU +4 Base AT/PA: 13/13 Weapon - 4 <Cou/Agi/Str>
WIS +1 Modified for Armor: 12/13 Ranged Weapon - 4 <Int/Dex/Dex>
INT +1 Modified for Skill: 14/15 [s]Armor Mobility - 4 <Str=3>
CHA +1 Initiative: 6+2d6 [s]Shield Blocking - 4 <Agi=2>
AGI +4 Base MAtk: 3 (10 points worth of other skills)
DEX +2 Base MBlock: 19
STR +4 Base Missile Evade: 19
STA +3
MAG 0
Equipment
Longsword (10/14/17, +1/-1) Light Crossbow Armor
Light: 18 + 1d6 Accuracy: 9 Body: Banded Mail (AC 12, -1/-3)
Medium: 26 + 2d6 Damage: 22 + 2d4 Shield: Small Shield (AC 13, +0/+1)
Heavy: 33 + 3d6

The [s]Armor Mobility skill listed reduces PA penalties for heavy armor by 1 point per 2 ranks. It costs 1 point per rank.

Fighter, Dextrous

A dextrous fighter may two weapons and engages in ranged combat with more frequency than a standard fighter. He wears less armor so as to avoid compromising his mobility. His attacks are focused on using accuracy to penetrate an opponent's defenses, not raw strength.

Fighter, Dextrous
HP 60, MP 0, TP 25
Stats Substats Skills
COU +4 Base AT/PA: 16/16 Light Weapon - 4 <Cou/Agi/Str>
WIS +1 Modified for Armor: 16/15 Ranged Weapon - 4 <Int/Dex/Dex>
INT +3 Modified for Skill: 17/16 Two-weapon Fighting - 4 <Dex=3>
CHA +1 Initiative: 6+2d6 [s]Improved Dodge - 4 <Agi=3>
AGI +5 Base MAtk: 4 (12 points worth of other skills)
DEX +4 Base MBlock: 21
STR +2 Base Missile Evade: 23
STA +1
MAG 0
Equipment
Short Sword x2 (7/10/13) Throwing Knives Armor
Light: 13 + 1d6 Accuracy: 13 Body: Studded Leather (AC 6, -0/-1)
Medium: 18 + 2d6 Damage: 10 + 2d4
Heavy: 23 + 3d6
Techs
  • [Light Weapon Skill=2]Precise Striking (2 TP) - Uses DEX to determine weapon damage bonuses instead of STR and eliminates all penalties to hit other than those caused by magical debuffs for one round. Heavy attacks are impossible when using Precise Striking.
  • [Light Weapon Skill=4]Dextrous Striking (2 TP) - Adds DEX to AT a second time for one round.

A character that is primarily focused on casting spells to deal damage or support allies in combat is a spellcaster.

Mage

This sheet lays out basics for a mage-type character that will be using primarily elemental offensive magic. His schools of magic are left for the GM to decide upon generation, but for simplicity, a mage of this sort has a "wild card" spell that allows the GM to avoid doing any extra work.

A mage with a more complicated skillset should have his skills and spells decided by the GM before the RP.

Mage
HP 60, MP 100, TP 22
Stats Substats Skills
COU +3 Base AT/PA: 10/10 Weapon - 4 <Cou/Agi/Str>
WIS +5 Modified for Armor: 10/10 Magic School - 4 <Int/Wis/Mag>
INT +5 Modified for Skill: 8/16 Magic School - 4 <Int/Wis/Mag>
CHA +0 Initiative: 2+2d6 Magic School - 4 <Int/Wis/Mag>
AGI +1 Base MAtk: 15 Magic School - 4 <Int/Wis/Mag>
DEX +0 Base MBlock: 21 [k]Applied Magical Theory - 4 <Int/Wis/Mag>
STR +1 Base Missile Evade: 17 (18 points worth of other skills)
STA +1
MAG 5
Equipment
Quarterstaff (3/5/8, -2/+2) Armor
Light: 9 + 2d6 Body: Robe (AC 2)
Medium: 12 + 3d6
Heavy: 15 + 4d6
Techs
  • [Elemental Skill=1]Elemental Burst (6 MP) - This "generic spell" deals damage of the element appropriate for the mage's skills chosen by the GM. It deals 18+1d6 (element) damage.
  • [Elemental Skill=4]Elemental Burst 2 (14 MP) - As Elemental Burst, but 30+2d6 damage.

Support Caster

Support casters are indispensable in prolonged fights. The ability to heal damage is incredibly useful, and other abilities can turn the tide of battle against difficult foes.

Healer
HP 60, MP 95, TP 25
Stats Substats Skills
COU +4 Base AT/PA: 8/8 Weapon - 4 <Cou/Agi/Str>
WIS +6 Modified for Armor: 8/8 Healing Magic - 4 <Int/Wis/Mag>
INT +3 Modified for Skill: 10/9 Benediction Magic - 4 <Int/Wis/Mag>
CHA +1 Initiative: 2+2d6 Magic School - 4 <Int/Wis/Mag>
AGI +0 Base MAtk: 14 First Aid - 4 <Wis/Int/Dex>
DEX +0 Base MBlock: 21 [k]Anatomy - 4 <Int/Wis/Mag>
STR +1 Base Missile Evade: 13 (16 points worth of other skills)
STA +1
MAG 5
Equipment
Mace (6/10/18, +0/-1) Armor
Light: 12 + 2d6 Body: Robe (AC 2)
Medium: 16 + 3d6
Heavy: 25 + 4d6
Techs
  • [Healing Magic=1]Cure 1 (8 MP) - Heals 12+1d6 HP, or deals an equivalent amount of damage to an undead creature.
  • [Healing Magic=2]Restore Vision (6 MP) - Cures magically-induced blindness in one target.
  • [Healing Magic=3]Release Movement (10 MP) - Cures magically-induced paralysis.
  • [Healing Magic=4]Cure 2 (18 MP) - As Cure 1, but 32+2d6 damage.
  • [Benediction=1]Center (8 MP) - Increases a target's PA by rank for rank rounds.
  • [Benediction=2]Align (10 MP) - Increases a target's AT by rank for rank rounds.
  • [Benediction=3]Fortify (10 MP) - Increases a target armor's AC by rank for rank rounds.
  • [Benediction=4]Sharpen) (10 MP) - Increases a target weapon's attack damage by rank for rank rounds.

Common NPCs

Allied NPCs

Enemy NPCs