Difference between revisions of "Philsys NPCs"

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* [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=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.
 
* [Light Weapon Skill=4]Dextrous Striking (2 TP) - Adds DEX to AT a second time for one round.
 +
|}
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== Spellcaster ==
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A character that is primarily focused on casting spells to deal damage or support allies in combat is a spellcaster.
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=== Mage ===
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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.
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A mage with a more complicated skillset should have his skills and spells decided by the GM before the RP.
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{| class="wikitable"
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! colspan=10 align=center | '''Mage'''
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|-
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| colspan=10 align=center | HP 60, MP 100, TP 22
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|-
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| '''Stats''' || '''Substats''' || '''Skills'''
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|-
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| COU +3 || Base AT/PA: 10/10 || Weapon - 4 <Cou/Agi/Str>
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|-
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| WIS +5 || Modified for Armor: 16/15 || Magic School - 4 <Int/Wis/Mag>
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|-
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| INT +5 || Modified for Skill: 17/16 || Magic School - 4 <Int/Wis/Mag>
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|-
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| CHA +0 || Initiative: 6+2d6 || Magic School - 4 <Int/Wis/Mag>
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|-
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| AGI +1 || Base MAtk: 15 || Magic School - 4 <Int/Wis/Mag>
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|-
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| DEX +0 || Base MBlock: 21 || [k]Applied Magical Theory - 4 <Int/Wis/Mag>
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|-
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| STR +1 || Base Missile Evade: 17 || (18 points worth of other skills)
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|-
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| STA +1 || ||
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|-
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| MAG 5 || ||
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|-
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| colspan=10 align=center | '''Equipment'''
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|-
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| Quarterstaff (3/5/8, -2/+2) ||  ''Armor''
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|-
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| Light: 9 + 2d6 || Body: Robe (AC 2)
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|-
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| Medium: 12 + 3d6 ||
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|-
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| Heavy: 15 + 4d6 ||
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|-
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| colspan=10 align=center | '''Techs'''
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|-
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| colspan=10 align=left |
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* [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.
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* [Elemental Skill=4]Elemental Burst 2 (14 MP) - As Elemental Burst, but 30+2d6 damage.
 
|}
 
|}
  
 
[[Category: Philsys]]
 
[[Category: Philsys]]

Revision as of 11:02, 9 April 2006

This page presents sample NPCs for the Philsys RP system.

Sample NPCs

These basic stat blocks present NPCs that are pregenerated. They can be used "out of the box" or modified to suit the needs of a specific GM. The basic stat blocks present "archetype" characters such as fighters or mages; NPCs that do not have combat purposes may not even need stat sheets, depending on GM preference.

The main purpose of these stat blocks is to assist GMs who want to generate NPCs quickly or who need a base set of character stats for sudden, unpredicted reasons. It also gives GMs an idea as to what the "average" strength of an NPC in combat should be at various levels. Only combat-useful skills are listed, so these characters do not have all of their skill points spent. Remaining skill points can be spent to further customize an NPC.

A sample NPC does not have any techs. If you would like to customize NPCs with techs, feel free to do so.

Fighter

Any character that relies primarily on weapons to do battle is a fighter.

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.

Spellcaster

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: 16/15 Magic School - 4 <Int/Wis/Mag>
INT +5 Modified for Skill: 17/16 Magic School - 4 <Int/Wis/Mag>
CHA +0 Initiative: 6+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.