Philsys NPCs

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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 might 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: 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.

Monsters

Non-humanoid monster NPCs can sometimes be difficult to represent by the standard method of stats, skills, and techs. Often their attributes will be widly varied; building them on 21 points and using standard formulae would be a mistake. For example, creating a character such as an ooze would probably, by standard definitions, necessitate stats like -5 DEX, and the guidelines for character creation do not deal with "nonabilities," such as the typical oozes's lack of intelligence.

As such, it is recommended that a GM wishing to create such creatures ignore all of the typical rules for character creation, assigning numbers to relevant stats and substats and eschewing the rest. For example, while a GM might want to know the STR score of a golem he is creating, it is hardly necessary to know the golem's INT or COU; both stats are irrelevant to such a mindless creature.

If a creature does not have an ability score for whatever reason and a check against that ability must be made, treat the score as +0. In many cases, creatures will be immune to effects that would require opposed checks. Zombies are generally fearless, for example, so no amount of typical threats is going to cause them to flee in terror.

At the request of a few specific individuals, listed here are a set of statistics for several types of more exotic creatures.

Oozes

Gelatinous Cube

Gelatinous Cube
HP 100
Stats
HP: 100
AT/PA: 16/5
Initiative: 0+2d6
MBlock: 15
Missile Evade: 6
AC: 15
Move Speed: 2 hexes
Attacks
Slam: 20+2d6 + 2d6 acid, reach 2 yards
Engulf: 30+2d10 (acid damage) per round, reach 0
Special Abilities
  • [Innate]Creature Type Properties - Oozes are mindless creatures that seek only to devour living (and sometimes nonliving) matter. They are immune to all psionics, charm spells, and mind-affecting abilities. Oozes are blind, but can ascertain the location of prey within a short range (about 60 feet) as well as a sighted creature could through various other senses. Oozes lack a clear anatomy. They are immune to critical hits, paralysis, stunning effects, poisoning, disease, and sleep effects. They do not need to breathe and cannot be suffocated or drown.
  • [Innate]Paralyzing Acid - A creature engulfed within the body of a gelatinous cube takes additional acid damage. These digestive juices have a paralyzing effect on living muscles, preventing swallowed creatures from escaping. A STA check vs. TD 15 negates the effect.
  • [Innate]Engulf - An engulfed creature is grappled by the ooze and must win the grapple to escape. See the Philsys rules for more information on resolving grapples.