Showing posts with label NPC. Show all posts
Showing posts with label NPC. Show all posts

15 September 2014

NPC of the Day: Eve

I’ve watched a few war-related series of late: Band of Brothers, The Pacific.  My favorite is Tour of Duty, a critically-acclaimed Vietnam War series focusing on a platoon in the boonies.  I never saw it in first run; my household watched China Beach, its competing ‘Nam TV show.  Beyond that, we were St. Elsewhere fans, where ToD’s star – Terrence Knox – had been a scumbag.  Knox’s Sgt. Zeke Anderson is anything but on ToD, and it gave me some ideas.  (Okay, okay ... “Fantasy Effing Vietnam.”  Sue me.)

One of my two groups is based out of the mighty elven empire, which until recently was isolated in the far northwest of the world.  A few years back, they created a magical Gate on an island just off a whopping trackless jungle – and, not remotely coincidentally, smack in the middle of the world’s chief shipping lane.  For a bunch of reasons, they’re colonizing that jungle, which is pierced by a honking big river and watershed.  That’s where the Imperial Marines come in.  The "Blue Legs" are a riverine force (the empire’s still new to the concept of a deep sea navy), and they’re the grunts on the ground patrolling the interior.  They’re also a very insular, tight-knit bunch, respecting pretty much no one other than themselves ... which, considering that they’re usually unsupported in the middle of nowhere, with no more gear than they can pack on their canoes, makes good sense.  Anyway, that’s where the group came in, in accompanying a squad of Marines into the heart of darkness.

The unit’s commander is Eve, who’s the equivalent of a first sergeant.  She’s a hardbitten, hardcore lifer who’s seen it all, done it all, and takes no guff from anyone who hasn’t.  Like any good lifer non-com, she prefers that the officers tell her what they want done and leave her to handle the details.  She will rap you upside the head if you make any reference to her being stone-gorgeous, and will do the same if you insist on calling her “Dame Anevea” – she couldn’t very well decline being knighted by the Emperor, but she hates the formality, and pretty much no one much lower in rank than the Admiral of the Navy can get away with it.  Like most people of elven blood, she is a latent wizard, but has only recently learned her first spell – Insect Repellent.  She’s extremely experienced, extremely senior, doesn’t want to be an officer ... but the time’s approaching when it’s up or out. 

Eve’s team is a deep penetration unit; they scout, they do their objective, they get out.  She’s positively chary of taking casualties, and won’t do forlorn hopes or suicide missions.  Her move would nominally be good, but the team carries everything on their backs, and that can slow them down.  She prefers hatchets in combat, carries a brace of javelins for throwing, and is quite fond in battle of faking injuries, "accidentally" stumbling, that sort of thing.  One of their quirks, widespread in the Blue Legs in general, is to use a lot of slang taken from the indigs' language.

ST: 12    DX: 13    IQ: 12    HT: 13    Per: 12      Speed: 6     Move: Likely to be 5 or less.  

Advantages:  Ally / Marines, Beautiful, Combat Reflexes, Damage Resistance/2, Fit, High Pain Threshold, Legal Enforcement Powers/1, Magery/0, Rank-2/Ord-Matoc, Social Regard: Respected, Status-2 / Knight of the Sapphire Rose

Perks:  Armor Familiarity/1, Riverine Training, Penetrating Voice, Teamwork

Disadvantages:  Code of Honor (Soldier); Compulsive Behavior/wanderlust; Extra hazardous Duty; Sense of Duty: Marines; Struggling, Workaholic

Skills: Administration-11; Axe/Mace-15; Boating-13; Brawling-15; Brawling-13; Camouflage-13; Carpentry-12; First Aid-12; Knife-13; Leadership-15; Navigation-13; Public Speaking-13; Savoir-Faire (military)-12; Shield-13; Soldier-13; Stealth-14; Survival-13; Swimming-13; Tactics-12; Tarocco-12; Thrown Weapon: Spear-15

Spells: Insect Repellent-11

Quirks:  "Never tell the brass anything;" Collects interesting rocks; Doesn't want to retire; Uses Altanian jargon

By way of explanation, the Legal Enforcement Powers means, in shorthand, that she can hassle civvies, the Altanian outback being a military zone.  "Ord-Matoc" is a first sergeant, more or less.  Riverine Training differs from the Naval Training perk in so far that Eve doesn't really know from the deck of a ship, but she's pretty good at staying stable on a keelboat or a canoe.  In GURPS terms, a Duty is what you *have* to do; a Sense of Duty is something you *want* to do.  Tarocco is a card game; feel free to substitute the gambling game of your choice.


For further explanation of system stats, check this link. 

24 June 2014

Explanation of NPCs: footnote

I do play GURPS, and I'm not going to take the time to convert characters to other systems ... especially since I really don't know other systems (other than Fantasy Trip, a long out-of-print system that doesn't precisely have more players than GURPS).

But you should have a handle on what some of the numbers mean, so you have a good idea what these NPCs can do and how well they can do it.

(Caveat: the explanations are my own perception, usually.  Not every GURPS GM shares my take.)

Stats:  Stats are Strength, Intelligence, Dexterity and Health.  There are also secondary stats such as Fatigue, Speed, Move, Perception, Will and Hit Points, which are all figured off of the main stats.

10 is the system default for "average" -- unless there's a racial modifier, every character starts with 10s in each of the main stats.  Improving stats is expensive in GURPS, so stat numbers that a D&D player might perceive as only decent are in this system quite good.  Almost all physical skills are bought off of DX, and almost all mental skills are bought off of IQ; in consequence, GURPS characters tend to be created with variations on 11-13-13-11 numbers, even after the major revision in 4th edition that jacked up the point cost on improving DX and IQ while leaving ST and HT alone.

7 is the lowest stat the system allows, and 8 is the lowest I allow: it's pretty much the lowest you can get and still be a viable adventurer.  Still, a stat of 8 sucks, and over the years several of the players who've blown through my warnings have traded out characters once they realize exactly how much it does suck.

12 is, IMHO, a pretty decent stat.  13 is very good indeed, and it's about what I encourage PCs to use for their go-to stat -- "prime requisite" in D&D terms.  14 is outstanding, something that a beginning PC might have as a "prime requisite" stat with some sacrifice; looking over my records, people manage with a single stat less than half of the time.  

More than that?  In the 37 years † I've been GMing GURPS, only nine characters have had a stat of 15 or more.  All but one of them started before the 4th edition cost revision, and six of them played a race that gave a stat boost.  One intrepid dwarf had ST 15/DX 15, and was otherwise a blithering idiot with just a half-dozen skills.

Skills:  Basic premise -- in GURPS, beginning characters are competent.  This isn't D&D, where a character can only be reasonably expected to succeed at a skill half of the time.  A skill of 12 (which is okay at best for a PC) has a 74% chance of success.  A skill of 13 has 84%.  A skill of 15 has 95%.  Penalties apply -- if you're trying to shoot someone in the countryside at midnight, from 30 yards away, you had damn well better not count on hitting him with that 14 roll -- but even so.
 
A level of -8-9 is better than the default level for not knowing a skill at all, but it's not very good; a good example is that Broadsword-8 means you've just finished boot camp, and you were clumsy to begin with.  (The minimum DX you can have and have Broadsword-8 is 9.)

-10-11 is okay.  It'll do for routine, non-emergency, non-combat uses.  Think of an apprentice in a craft, or someone of decent physical prowess just getting through basic weapon training.

-12 is the nominating level for "can make your living with this skill," and -13 is "... and you're actually good at it."  -11-12 is where a newly-genned PC should have routine, secondary skills in the "It's Good To Have
Someone In The Party Who Knows Something About History" camp.

-14 is quite good, and -13-14 is about where a newly-genned PC should have important skills.  A warrior-type with a lead weapon skill of -14 will be alright.

-15 is where I place an expert, and a newbie with this for his or her go-to skill is doing just fine.  A newbie swordsman with DX 12, for instance, is allocating a significant number of points to get Rapier skill this high.

-16-17 are quite expert, and these are levels that newly genned PCs will only reach with serious sacrifice, and that I'll allow a newbie to take only if I'm in a pretty good mood.

-18 is my nominating level for master, and few PCs ever push numbers this high or above.

-21 is my nominating level for "best in the region," and I won't let PCs reach this without long training, serious sacrifice and some excellent explanations.  (You don't get to be the best swordsman in the kingdom by going on adventures.  You get to be the best swordsman in the kingdom by working out four hours a day, every day, with weapon masters in the salle.)

-25 is my nominating level for "one of the best in the world."  I've let exactly two PCs in my campaign's four-decade history reach this with a single skill apiece.  The first was the best healer in my campaign's history, and the second is not merely the most powerful wizard (and highest point total character) in my campaign's history, she's legitimately one of the world's most powerful wizards. 

(These levels are my personal takes, mind you.  Sean Punch, the GURPS Line Editor, opines that -18 is "best in all the land" and over -21 puts you in the running for "best of all-time."  A number of GURPS setting books, by contrast, are really free with tossing out -15s to potters and militia weekend warriors.)

† - as of 2022, anyway.  Yes, that would date before the system was published; I was one of the playtesters. 

20 June 2014

NPC of the Day: Grogondo

I've mentioned my predilection for a "viewpoint" NPC a couple times before.  While Kardo, at eleven years straight and counting, is by far my longest standing VNPC, this was really my earliest: before this fellow, my players tended to have one or two key hirelings apiece who were, to a large extent, one-dimensional cyphers played by them as silent, almost faceless adjuncts.  This character, who made his debut in 1980, was a key step in my evolution as a GM.

In many a campaign, Grogondo would have never gotten off the ground: as you can see, he's an orc.

(That's actually what he looked like, too; it's part of the cover of my first published gaming book, and the artist, Denis Loubet, not only did a great job on the cover, but depicted four characters from my main group and more or less got them right.  I'm afraid that Denis and Hannah Shapiro spoiled me for collaboration with artists.  In any event, I digress.)

Obviously, in that first few years of the hobby, orcs were already staked out as the Klingons of RPGdom -- the evil, dishonorable, baby-munching enemy, to be whacked on sight.  But ... there was a difference.  Most of the players in my two groups, at the time, were friends I brought into the hobby.  They hadn't yet absorbed some of the prejudices that gamers had generally, and they didn't know that they were supposed to reflexively mistrust and hate this guy.

ST: 12     IQ: 10     DX: 13     HT: 13/16    Per: 12    Will: 12    Speed: 6.5     Move: 6  

Advantages:  Combat Reflexes; Contacts / Low-level criminals, 9-; Night Vision+3; Outdoorsman+1; Reputation / +2, as hardcore killer, among local lowlifes; Very Fit

Perks:  Improvised Weapons; Neck Control; Weapon Adaptation

Disadvantages: Bloodlust; Bully; Code of Honor (Stays Bought); Colorblindness; Odious Personal Habits+1 / "Broken" speech; Reputation-1 as uncouth & barbaric; Short Life Span; Social Stigma: Minority Group; Struggling; Ugly

Skills: Brawling-14; Climbing-15; First Aid-10; Hiking-14; L: Altanian (B/-); L: Avanari (N/-); L: Talendi (B/-); Packing-10; Riding-12; Seamanship-11; Shortsword-12; Singing-13; Spear-14; Staff-13; Stealth-14; Streetwise-10; Survival-14; Swimming-14; Tactics-10; Thrown Weapon: Spear-13; Tracking-15

Maneuvers: Feint-15

Quirks:  CB: Vandalism; Deliberately inarticulate; NOT intolerant of elves; Recreational drug user; Skirmisher mentality

Grogondo pretty much projects the stereotype of the second-tier mercenary thug.  He's not an experienced regimental soldier, he'll pretty much do what he's paid to do, and he throws his weight around as far as he can manage.  Local lowlifes know him, and fear him more than a little bit, although he's never really worked for criminals except as an occasional bodyguard.  He's inarticulate, and speaks with broken syntax -- "Ya, Gro-gondo do 'dis t'ing.  Gro-gondo kill f' you now?"  Stereotypical thug orc, in a land where orcs are second-class citizens at best and no one expects better.

This is somewhat deceptive.

First off, he's smarter than the average orc.  (Stronger, tougher, faster too, come to that.)  If you're loyal to him -- and to Grogondo, "loyal" pretty much means "Don't screw me and pay a fair share and on time" -- he's loyal to you.  While in some ways he's a typical orc, he deals well enough with elves (who don't often return the favor), and his inarticulacy is a posture: he speaks the local language perfectly well, but chooses not to so as to encourage others to underestimate him.  It works.  He speaks smatterings of two other languages, and is illiterate.

He's an excellent and veteran outdoorsman, and is known to be one, which has led to a number of his jobs ... he might not know how to get you to the ruins of Castle Alvang in the mountains, but he'll keep you alive in the howling wilderness if you know to get there.  He's also an experienced caravan guard, and can do teamster work.  (None of this is impaired by his casual hemp smoking habit; he likes to get mellow, not stoned, and he really can stop any time he wants or needs to do so.)

But don't expect him to stand stalwartly between you and harm in battle: that's not his style.  He's a circle-around-and-flank-the-unsuspecting-foe guy, although he doesn't lack courage -- he just figures that frontal assaults are stupid, and will avoid them if at all possible.  He's also a take-no-prisoners chap -- to Grogondo, the only good enemy is a dead enemy, and dead enemies can't get revenge on him.  Employers who waver on these important values lose his respect, fast.  You might want to play close attention to his facial expressions: if he winces or sneers off to the side, it means he thinks your plan is dumb.  He doesn't work long for employers who make dumb plans.

* * * * * * * * *

The party leader of the group for which Grogondo was the VNPC was elven blood, sure, but the player was pretty ruthlessly pragmatic, and thought that Grogondo was the greatest thing since sliced bread; the characters became allies and fast friends.  Grogondo was around for a few years, and became quite experienced.  I present him here as a beginning NPC (at 125 pts, which is below a starting PC in my campaign).


(For those of you unfamiliar with GURPS:  the split health is Health/Hit Points, the +3 HP being an orcish trait in my campaign.  Very Fit confers high resistance to disease, poisoning, staying conscious, you lose fatigue at half normal, and recover it at twice normal -- pretty much, you're a triathlon type; Improvised Weapons means you can fight perfectly well with broken bottles, flagons and table legs; Neck Control gives large resistance to being choked or strangled; Weapon Adaptation in his case gives him the ability to use staff techniques with a spear and spear techniques with a staff -- usually he carries a spear.  Struggling means he doesn't own much: his spear, some substandard leather armor, camping gear, and that's about it.  The italicized items are orcish racial traits not otherwise reflected in the stats.)

For a further explanation of system numbers, check this link.

02 November 2013

NPC of the Day: Kardo

I've been at this, as I've mentioned, for a long time.  I can't readily count how many significant NPCs I've created: hundreds, I expect.  I'm minded to present a new one from time to time.  They'll be posted under the GURPS system, but the numbers ought not be too tough to parse out for those of you unfamiliar with the system.

Something in which I believe is what I call the "viewpoint NPC."  Being a player, IMHO, isn't always easy.  You're not really standing in Swordpoint Ravine, looking up at the ruined tower occupied by orcs, ankle deep in the late spring mountain snow.  You're in my living room, balancing dice and your laptop with a plate of pizza and a can of DC.  You're not going to recall, instinctively, that your character has a loop of rope over your shoulder and is carrying a heavy packload.  You're not in a position to perceive, instinctively, that it's getting pretty damn cold, you're above treeline and you've only got two hours of light left.  You may have forgotten that your pal over there (excuse me, your pal's character), in the fall that happened an hour ago game time -- but, in real life, happened at the last gaming session two weeks ago -- has a wrenched shoulder.

I like, therefore, to have a viewpoint NPC.  He or she's almost always a grunt fighter, without unusual or arcane skills, and has a background consonant with the party's theme.  The V-NPC's generally self-effacing, and doesn't take a lead role in much; they're not brains or problem solvers, and don't aspire to be.  I'm pleased if the V-NPC is a bodyguard or sidekick to one of the PCs.  What the V-NPC is for, more than anything else, is to contribute editorial comment of things that I believe would be painfully obvious to adventurers on the ground, and less so to gamers lounging on my living room couch ... and so I don't need to go into third-person omniscient, which I prefer to avoid.  "Sorry, boss, but I don't like it.  Arkis can't put his full weight on his shoulder, it'll be full dark before we'll be more than halfway up that wall, and the wind's picking up something fierce.  Want me to start pitching camp?"

Kardo -- the disreputable fellow lounging above -- is the longest-running V-NPC I've ever had: he's been around a full decade now, the Ally of my original Quincy group's wizard, and following her around from just-out-of-the-academy to being the greatest PC mage of my campaign's history.  He's undergone a lot of changes over the years, but this is more or less what he looked like in 2003:

ST: 12     DX: 13     IQ: 11     HT: 12     Per: 11     Speed: 6.25     Move:  6  

Advantages: Combat Reflexes, High Pain Threshold, Night Vision+4, Rapid Healing+1, Reputation (+2, as badass pirate, among other pirates, wharf rats and lowlifes)

Perks:  Improvised Weapons, Naval Training, Weapon Bond / favorite cutlass

Disadvantages:  Code of Honor (Pirate); MMA/Rheumatism; One Hand; Sense of Duty: the "crew"; Social Stigma: Second-class citizen; Struggling; Stubbornness, Trademark

Languages:  Avanari (is illiterate) 

Skills: Area Knowledge (Warwik City)-12; Area Knowledge (Eastern Avanari coast)-12; Artist (scrimshaw)-10; Boating-13; Brawling-14; Cooper-10; First Aid-11; Gambling-10; Thrown Weapon: Knife-14; Leadership-11; Scrounging-12; Seamanship-14; Shield-14; Shortsword-15; Smuggling-12; Streetwise-12; Weather Sense-12; Singing-12 

Quirks:  "I am a tattoo artist," "Old Salt," Scrimshaw connoisseur

Raised a cooper's son in the stereotypical Small Outlying Village On The Coast, he ran off to sea at an early age.  Many years of vicissitudes aren't pertinent, but he eventually became a pirate, and a successful one.  Unfortunately, he lost his (off-)hand in a foray, and feeling he couldn't keep up any more, retired to the waterfront of the capital city, where he befriended the family of an inn catering to pirates and rogues.  Their elder daughter became a wizard, and he promised her (now-deceased) parents he'd look after her.  He's done that ever since.

Kardo's a stereotypical, sardonic Old Salt Pirate, and social graces aren't his mug of grog.  (He prefers tea to grog, as it happens.)  Even deep into middle age, he's still respected by other pirates and those who know who he is, and he can still bring it in a fight.  He's a sword-and-board fighter, preferring his favorite cutlass above all.  (It does take him a long time to get his shield settled and on, at least a minute unassisted; any sudden fight, and he won't bother.  It's also rigged to accommodate his stump, and he likewise won't bother with an unfamiliar shield.)  If you're in his "crew," so to speak, he's very loyal to you.  If you're not, well ... He's not well off, and doesn't own more than he can carry.  He has some underworld contacts, which he uses when the wizard reminds him of them.

About his oddest quirk is that he fancies himself a tattoo artist, and carries a comprehensive tattoo kit, complete with several colors of inks.  (His tattoo skill, in GURPS terms, is 7 by default, which is quite poor.)  If he has the time or opportunity, he'll tattoo prisoners with insults taken from prepared stencils, which are about as legible as you'd expect.

There you have it.

For those of you unfamiliar with GURPS, a few explanations: that Night Vision level is "pretty decent night vision," as opposed to "sees like a cat."  High Pain Threshold means that he doesn't suffer particularly from shock, and wounds don't slow him down unless he's unconscious.  Rapid Healing gives him big bonuses to health for day-to-day natural recovery.  Weapon Bond gives him +1 for *that* particular cutlass, and no others.  Naval Training gives him surefootedness on a swaying, bloody deck where others would take heavy DX penalties.  Struggling means he's a bit on the impoverished side; in Kardo's particular case, at this stage in his career, he doesn't own more than he can put in his sea bag.  The rheumatism?  Give him a HT daily, bonuses on hot dry days, penalties on cold wet ones.  If he blows it, he's -2 to everything.  Ow.  Also, never mind the picture: just about the first thing Elaina did when she accumulated enough gold to do so was pay to have his hand regenerated.


For further explanation of system stats, check out this link.