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

Saturday, August 13, 2022

A Glimpse Into My 1982 Villains And Vigilantes Campaign

My folks are cleaning out their house after 40+ years, getting getting to put in on the market. Apparently, my mom discovered an old folder tucked away in some forgotten closet. This folder contained notes, pictures, and sheets for several Villains and Vigilantes bad guys I cobbled together while running The Great Supervillian Contest, which I discussed on this blog. I'll likely put these up individually in the weeks to come, but for now I wanted to share this glimpse from Days of Roleplaying Past...

Let's see, from left to right: Mystic, V-H1cLe, Delver, The Apparition, and Rook.

And as an extra special bonus, the first-ever sketch made of Puzzler by my teenaged hands. I may have mentioned him once or twice here on this blog...

Sunday, June 19, 2022

[Samson Sunday] Notorious NPC: Terra Of Jerz

Terra of Jerz: Init +3; Atk electroprod (2d8 plus stun [DC 18 Fort save or stunned for 1d8 rounds]); AC 12; HD 8d6; hp 36; MV 30'; Act 2d20; SP rover skills, +8 on artifact checks; SV Fort +3, Ref +8, Will +4; Crit II/1d30+2.

Terra of Jerz is one of Samson's oldest and deadliest enemies. Terra's ancestors took cover during the Atomic Wars in a deep underground bunker, where she was born and raised. When she became of age and surfaced, she saw that the surface people had regressed to a primitive period of knowledge and technology. With her advanced scientific knowledge and the Ancient devices from her bunker, Terra's ultimate goal is to become Queen of N'yark by subverting and conquering the savages aboveground. And, of course, Samson (whom she secretly would like to have ruling by her side) has stopped her conquest at every turn.

Terra is always armed with her elecroprod, a weapon that produces a vicious electric shock (2d8 damage) plus stunning its target (DC 18 Fort save, or stunned for 1d8 rounds). Terra also flies around (and makes frequent escapes) in a flying saucer-like Bubble Car. And Terra is always accompanied by 2d10 primitive humans who fear her and do what she says as their "queen".

Terra's knowledge of Ancient technology far surpasses anyone else's in Samson's world. The judge should treat her as having the skills of an 8th-level Rover as well as a +8 to any Artifact Check, with automatic successes for any device of TL 3 and less. Terra also has a horde of Ancient weapons and devices back in her bunker, the location of which is a closely-kept secret. Terra has waged war single-handedly against the tribes of N'yark with only the push of a button, so they fear what other weapons she has. But she has also used advanced technology to house and feed her "minions", so they will follow her blindly for the comforts she provides.

NOTE: This NPC was inspired by the tale from Issue 6 of "Mighty Samson." Stay tuned each week for Samson Sunday!



Sunday, May 29, 2022

[Samson Sunday] Notorious NPC: Oggar the Beastman

Oggar the Beastman: Init +6; Atk claw +6 melee (1d10) or bite +4 melee (1d8); AC 15; HD 4d8; hp 22; MV 40'; Act 1d20, 1d16; SP human form, domination; SV Fort +8, Ref +6, Will +3.

Oggar the Beastman was one of the strongest foes Samson ever faced. The powerful mutant was nearly Samson's equal in strength and reflexes, but its animalistic rage was the cause of its downfall.

The human scientist Vaxar was exposed to mists from a radioactive glow-geyser, causing his metamorphosis into a hulking beastman form. As Oggar, he possessed a lion's head and a body covered in reptilian scales with a crocodile's tail. His sharpened claws make for powerful weapons, as well as giving him an advantage when climbing. Oggar can also summon and control the wasteland beasts with the use of his powerful domination mutation. Several times, he summoned mutants to do his bidding and kill his foes for him.

Vaxar is aware of his beastlike mutant form, and he attempts to keep his dual nature hidden and his animalistic urges at bay. But Oggar is constantly struggling to get out to destroy humanity. Anytime Vaxar is exposed to radiation, Oggar will surface within 1d6 rounds -- and the beastman will slaughter any pure humans it encounters

NOTE: This NPC was inspired by the tale from Issue 5 of "Mighty Samson." Stay tuned each week for Samson Sunday!




Thursday, March 19, 2015

[Korgothursday] Notorious NPC: Hargon, The Brigand Leader


Hargon
5th Level Pure Human
STR: 11 --- INT: 8
DEX: 10 --- WIL: 12
CON: 14 --- CHA: 12
HPs: 88 --- AC: 6
Mutations: none

Hargon is a mercenary-for-hire, currently in the employ of Gog-Magog. He is a tall, thin, wiry man, with a snaggletooth that juts from his bottom jaw. He often wears a toilet plunger cup as a helm, and his right hand has been replaced with a rusty hook. Hargon usually has 1d6+6 2nd-level Pure Human underling followers under his command.

Hargon is a bombastic, volatile bully who uses threats and intimidation in place of leadership skills. Oddly, his minions fear him (although they are usually larger and stronger than Hargon), and they follow his orders to the letter. However, Hargon himself is a coward, often sending his men into dangerous situations while he watches from afar. Only when he feels his bravery is in question, or if he thinks he has his target wildly outmatched, will Hargon engage an opponent.

Hargon’s weapon of choice is his rusty hand-hook, which does 1d8 hit points in combat. Hargon is a dirty fighter, using the hook to gouge out an opponent’s eyes or slash at their throat. On a natural 20 during combat, Hargon has managed to deal a deadly blow to his opponent that will kill them outright. (If a save versus death is made, the vicitim is instead horribly mangled and they will permanently lose 1d6 points off a random attribute.)

Hargon and his men accompanied Korgoth to the floating fortress of Specules, where they proceeded to ransack and loot the wizard’s home. When Specules returned, his used his mind control powers to cause many of the men to kill themselves, although he forced Hargon and one of his minions to make out with each other. When Specules left to confront Korgoth, it can be assumed the spell wore off and Hargon managed to escape the fortress and Specules’ further wrath.

NOTE: This ruffian NPC was inspired by the post-apocalyptic, sword-and-sorcery cartoon "Korgoth of Barbaria." Let's see how much material a 22-minute pilot can provide us! Stay tuned for future installments of Korgothursday!

Monday, June 30, 2014

[Let's Make A Cryptworld Module] Part 2: Our Villain--Sheriff Larry Pratt, Werejackal

[[This is the next in a series of blog posts where I plan to take The Covetous Poet's Adventure Creator and Solo GM Guidebook for a spin. Over the coming months, I'll be generating an adventure module for the Pacesetter horror RPG Cryptworld using the book's Adventure Creator. And you can follow along with the creation process...]]

In our first outing with the Adventure Creator, we generated the overarching plot of our narrative, our villain, and his motivation. Today, I wanted to get our monstrous manipulator fleshed out, which will allow us to better envision his machinations in the background as the adventure takes shape. (Our Bad Guy's name and stats were all randomly generated using dice and an online name generator.) And since it's germane to the plot, I'll also present the "powerful artifact" Sheriff Pratt's using to further his goals...

SHERIFF LARRY PRATT, WEREJACKAL
STR: 78 --- WPR: 60
DEX: 55 --- PER: 62
AGL: 85 --- PCN: 92
STA: 72 --- PWR: NA
ATT: 3/90% --- WND: 15
MV: L 225† (75† when human)

Experience: 1,000

Larry Pratt grew up in the small town of Coldcreek, Kansas, where he was elected to the position of sheriff. Throughout the years, Pratt was a well-respected and liked member of the community, even acting as club president of the town’s fraternal organization, “The Mystical Order of the All-Seeing Eye.” But all that changed about a year ago.

While on patrol in an isolated part of the county on the night of a full moon, Pratt was ambushed by a large “coyote” that managed to bite him during the attack. While wrestling with the animal, Pratt grabbed the silver sheriff’s badge from his shirt and stabbed the creature in the eye with one of the star’s points. As the coyote staggered away from the defense, Pratt drew his pistol and shot and killed the feral animal. He was horrified when the animal’s corpse transformed into the body of an unidentified adult male. The man was nude with the exception of a small medallion hanging around his neck. In fear and panic, Pratt buried the body in an unmarked grave, taking the bauble in case it could be later used to ID the body.

Thirty days later, Pratt was horrified to find himself wracked with pain as the lycanthropic curse surfaced. Horror turned to acceptance as he embraced his new-found power as a Werejackal. He converted his two deputies, and the three of them have kept the citizens of Coldcreek subjugated for months. Pratt’s bloodlust and thirst for power has grown, and – with the help of the Eye of Anubis medallion taken from his attacker – Pratt plans to convert the townspeople to Werejackals under his command. Pratt sees himself as the reincarnation of the Egyptian god “Anubis,” and the “All-Seeing Eye” club building is his temple. Over the past few weeks, Pratt has begun a covert operation to infect others with the curse, bringing his new minions under his sway.

As a lycanthrope, Pratt has all of the abilities of a typical Werewolf (see Cryptworld rules, page 72). However, as a Werejackal, his transformed shape is that of a large humanoid dog-like creature rather than a wolf. Pratt is susceptible to attacks from a silver weapon, and takes +5 wound boxes of damage from such an attack.


THE EYE OF ANUBIS
The Eye of Anubis is a simple, round medallion that allows its possessor to control lycanthropes. The medallion has an Egyptian “eye of Horus” etched on the surface, which is coated in a blackened tint. The medallion is warm to the touch, but otherwise non-descript.

When worn by someone tainted by the lycanthropic curse, the wearer can mentally control all others cursed with lycanthropy within 20 miles. If the minion is in his human form, they should be allowed a save versus their Willpower at +20% penalty to fight the mental control. If the minion is in their wolf or wolf-humanoid form, the control is automatic with no save. The possessor is also able to see through the eyes of any of its thralls. In essence, the Eye of Anubis gives the owner a lycanthrope army at his command.

If the medallion is removed from the wearer, the mental control will be severed. Also, all lycanthropes previously controlled will be aware of their manipulation as well as the identity of who was controlling them. (It often ends badly for the medallion’s former owner at that point.)

Sunday, May 11, 2014

[Mutant Future] Notorius NPCs: Roo Manchu

Roo Manchu
7th Level Mutant Animal

STR: 15 --- INT: 18
DEX: 17 --- WIL: 24
CON: 12 --- CHA: 17
HPs: 47 --- AC: 5

Mutations: leaping; echolocation; damage turning; disintegration; intellectual affinity (martial)

In the Mutant Future, there is one criminal mastermind who is feared and respected by all who have heard of him -- Roo Manchu. "Dr. Manchu" (as he prefers to be called) has developed a criminal empire that stretches across the badlands of the Mutant Future, touching and/or controlling every nefarious enterprise throughout the land. His cruelty is matched only by his pragmatism. He's logical and emotionless to a fault, and views crime and illegal activities as the most efficient way to spread his control of everything and everyone.

Dr. Manchu is a large mutant kangaroo. He stands over 7 feet tall and sports a long, thin "fu manchu" mustache from his muzzle. He prefers to dress in long flowing black robes which affords him a degree of modesty, while also keeping his powerful legs and tail exposed for times when they are needed. As mentioned, Dr. Manchu is incredibly intelligent with a powerful force of will. He has many Bygone devices and weapons at his disposal, and his affinity for them is such that he has a +25% tech bonus when determining how a Bygone device functions. Dr. Manchu flawlessly speaks nearly every language and dialect found in the badlands, as well as most Bygone languages, and he can write and read any language easily. (He has an extensive hidden library of Bygone tomes where he gets many of his ideas and plans.)

Dr. Manchu should be played as a shadowy figure always discussed and feared, but rarely -- if ever -- actually encountered. Name a criminal enterprise -- protection rackets, slavery, extortion, murder-for-hire, etc. -- and Dr. Manchu is the one running the operation from afar. Many of the larger gangs that patrol the wastelands answer to him (or his sergeants) in some manner, and anyone who displeases or crosses him will usually be found dead within hours. Dr. Manchu is an all-present criminal "boogieman" whose reach is far and whose evilness is legendary.

Dr. Manchu's powerful kangaroo legs gives him the ability to leap up to 100' high and a distance of 200'. A cautious creature, he has mutations that keep him protected when he's within familiar surroundings. He uses his echolocation to constantly keep tabs on his surroundings and those near him. If someone would launch a surprise attack, he triggers his damage turning mutation, sending the injuries back to his opponent. And if someone has vastly displeased him, Dr. Manchu will use his disintegration ability, ensuring that the one who failed him never has that chance again. On those rare occasions when someone is granted a face-to-face meeting with the Doctor, it should be made clear that any aggressive move will be dealt with swiftly and decisively.

Even though Dr. Manchu prefers to let his minions do his fighting for him, if he's ever encountered in one-on-one combat, the PCs will find that Dr. Manchu is a dangerous opponent in hand-to-hand combat. His martial affinity and echolocation mutations as well as his high STR and DEX scores gives him a +1 to any initiative roll, a +6 to hit bonus, and a +1d6+1 damage bonus in hand-to-hand combat. When wielding a ranged weapon, Dr. Manchu receives a +2 to hit with missile weapons. Considering his vast arsenal amassed over the years, it's safe to assume that any weapon imaginable is available to the evil Doctor.

Putting an end to the Doctor's machinations could be the start to a very long (and dangerous) campaign. Perhaps the PCs have a personal vendetta to settle when their family is abducted and sold by the Doctor's minions. Perhaps the minor crime lords in the area wish to get out from under the Doctor's control and hire the PCs to take care of him once and for all. Regardless of how they cross paths with him, Dr. Manchu should be played up as a very powerful and dangerous villain of legendary stature.

Thursday, April 24, 2014

[Villains & Vigilantes] Puzzler Leaps Into Action Once Again!

As described in an earlier post, Puzzler has been my favorite go-to NPC for nearly every superhero RPG I've ever played for nearly 30 years. As a chaotic nuisance villain, he was always great fun to drop into a campaign to see how my PCs would handle the antics of this Ambush Bug / Deadpool "mentally cracked anti-hero." I described Puzzler's past exploits in the previous post, but presented here are his original V&V stats as best as I can remember. So here you go. Use him as a either a chaotic superhero in town to "help" your PCs with the newest threat. Or take him back to his early days as a pain-in-the-neck thief out for sh*ts-n-giggles at the player's expense. Enjoy!

PUZZLER
Identity: Puzzler
Name: Wayne Matthews
Side: Good
Level: 8
Experience: 35,001
Sex: Male
Age: 39
Training: Agility

POWERS
Heightened Agility A: +11 to Agility score
Heightened Intelligence A: +14 to Intelligence score
Device -- Armor B: Puzzler's costume is woven of a special impervious fabric of his own devising. The material is flameproof, bulletproof, and has a 93 Armor Defense Rating. The costume's question mark belt buckle also doubles as a grappling hook with 100 feet of retractable high-tensile cord.
Device -- "The Pencil": The Pencil is principally a hologram-projector that can project a wide range of illusions that have been pre-programmed into it. It has the following abilities:
    Psionic Illusions -- Puzzler can fire a hypnotic crossword pattern at a target which envelops them. Overwhelmed by the cascading black and white squares, the target will be "hypnotized" into inaction. They are allowed a saving throw versus INT to "snap out" of the trance.
    Visual/Audible Illusions -- Puzzler can project a realistic 3D image that looks and sounds real. Due to the sizable number of preprogrammed images, anything Puzzler wishes to project should be considered available.
    Power Blast -- Puzzler can fire all of the power within The Pencil in one massive blast. This attack drains The Pencil and does 2d20 damage to the target. The Pencil must be recharged for 24 hours after this attack (used as a last resort).
     HTH Weapon -- The Pencil is incredibly sturdy and has been used as a clubbing weapon, a thrown spear-like weapon, a polearm, a quarterstaff, etc. Puzzler has trained extensively on how to use The Pencil as a hand-to-hand weapon, and can fight and defend himself quite readily with it.
Mental Immunity: Due to Puzzler's chaotic grasp on reality, he is immune to most forms of mental attack including mind control, psionics, weakness detection, etc. If a mental link with Puzzler is attempted, such as mind reading and telepathy, the mentalist will be overloaded by the imagery and will be stunned for 3 rounds.
Weakness: Low Self-Control: Puzzler will do and say anything that pops into his head at any given moment. He has to focus to keep from making an ill-timed joke or silly comment, even during times of combat or those requiring silence or stealth. Any time a situation calls for self-control and mental focus, the GM should roll a d6. On a 1 or 2, Puzzler will instead do the most outlandish thing he can think of in that moment.

Weight: 210     Basic Hits:  5    Agility Mod: --
Strength: 13     Endurance: 16
Agility: 28     Intelligence: 31
Charisma: 19     Reactions from Good: +3 Evil: -3

Hit Mod: (1.2) (1.8) (1.7) (2.8) = 4.23
Hit Points: 22  
Damage Modifier: +5     Healing Rate: 2
Accuracy Modifier: +5     Power: 88

Carrying Capacity: 398 lbs.     Base HTH Damage: 1d8
Movement Rate: 57
Detect Hidden: 22%     Detect Danger: 26%
Invention Points: 12.8    Inventing %: 93%

Origin and Background: As a child, Wayne Matthews developed a split personality, one that used jokes and chaos to shield himself from an abusive family. As he grew, Matthews became a brilliant scientist and inventor working in the fields of optics and hologram technology. Later, as an adult, Matthews was attacked by thugs, and his split personality returned with a vengeance. After trouncing the roughs, Matthews spied a newspaper crossword puzzle blowing through the alley and, taking the moniker "Puzzler," began a life of chaotic thievery and general public mischief. He later "made peace" with his dual nature, and Puzzler offered to fight crime to make amends for past misdeeds. Puzzler has been a member of the Northcoast Guardians as well as the national superteam known as Vanguard. Always the entertainer, Puzzler now enjoys the public accolades he gets from the public,though his teammates often have difficulty keeping him focused on the task at hand. Matthews is also a brilliant inventor, creating many gadgets and devices for the teammates of any group he's associated with.

Legal Status: Reformed criminal; now works in conjunction with gov't-recognized crime-fighting teams.
Security Clearance: Level 11 (though always monitored while in a secure area just to be safe)

Tuesday, March 25, 2014

My Favorite NPC: Meet "Puzzler"

I recall a recent G+ thread where GMs were asked about their favorite NPC. There was a wide variety of non-player characters mentioned: the archvillian who thwarted the PCs at every turn until the campaign ended with his inevitable confrontation and defeat; the innkeeper/bartender who became the party's "go-to" person for rumors, supplies, and accommodations; the femme fatale who eventually became the wife of a player character; etc. But in my home campaign, one NPC stands above all others. Today, I'd like to introduce you to "Puzzler."

"Puzzler" was originally a Villains and Vigilantes NPC. I had a supervillian group known as "The Gamesmen," where each bad guy had a different gaming theme. There was Rook (chess-themed leader and strategist), Videon (videogame-themed electrical terrorist), Delver (RPG-themed barbarian tank), and Bad Sport (sporting-themed weapons expert). Then there was Puzzler -- a puzzle-themed computer hacker, inventor, and thief. Puzzler's suit (illustrated here by Chris Theisen many years ago) had a wild crossword-puzzle pattern and was also fairly impervious to damage. He was incredibly agile, and his belt had several gizmos and devices in it. (The question mark buckle was actually a grappling hook and line.) His primary weapon was The Pencil -- a giant No. 2 pencil that fired hypnotic solid energy illusions that he used to befuddle and confuse his foes. Plus, it made for a dandy battering ram, spear, and all-purpose club when necessary.

But where the other Gamesmen were "serious" villains, Puzzler was more of a nuisance bad guy. He wasn't into crime for profit. He was more into it as a game of one-upmanship. Was he smarter than the supposed "good guys?" To him, being a supervillian was a way to test his intellect against the police, the feds, and any supergoodie who came after him. (Yes, there was a bit of Riddler showing through the cracks.) But here's the fun part I forgot to mention: Puzzler was also completely insane.

Whenever Puzzler appeared in a game, I played him as if Charlie Callas (with a touch of Curly Howard) were cast in "The Ambush Bug Movie." Every comic played-for-laughs bad guy was channeled into Puzzler. The players would be staring into the manhole Puzzler escaped into, trying to plot their next move. Then Puzzler would lean over their shoulders to stare into the same manhole. "What're we looking for?" he ask. There would be a comedic beat, then he'd go scampering into the night, laughing joyously as the players fired energy bolts and concussive sound waves at him. Puzzler was great fun, and any game with him was always a chance for the players to play a "silver age" superhero game more for laughs than any BIG STAKES.

Eventually, I decided to run The Great Super Villain Contest for my players. And I tossed every homebrewed villain I'd ever created into this adventure -- including Puzzler. Puzz easily made it through the first few rounds of the contest but, not one to play fair, he broke into the private offices of The Crimson Claw (the contest organizer)to see what the future rounds were like. When he discovered the final round was a fight to the death amongst all the finalists, he panicked. Puzzler was many things, but he was no killer. But he also knew that to run was a death sentence. So he called upon the only "friends" he had -- my players. "You guys gotta get me outta this!" he begged as my players pleaded with me to let them blast him. But cooler heads prevailed and Puzzler, acting as their inside man, actually helped my players thwart The Crimson Claw. Puzz even saved one or two PCs during the final brawl.

Many months later, the players -- now acting as a government-sponsored superteam -- were asked to train a new hero-in-training. When Puzzler stepped off the bus, I thought my PCs were going to have kittens. "The Crossword Crimefighter" had become the citys' newest superhero, under the tutelage of the PCs. Eventually, Puzz left to protect a town of his own, but the occasional team-ups were inevitable.  

Years after my long-running V&V group dissolved, I introduced Puzzler into a shared superhero universe called "Vanguard Dossier." Much like the Wild Cards universe, the writers each created and "owned" a superhero who could be borrowed and remixed into their shared narrative. As a member of Vanguard, Puzzler's powers, gimmicks, and mental instability were all present, as well as his lengthy backstory as a former villain who reformed. Vanguard Dossier ran for quite a number of issues (near 20 as I recall), and I have them all lovingly collected and filed away for occasional reading. (Vanguard Dossier is also where my first inklings of being a writer surfaced.) Almost 30 years after I first created Puzzler, the Conundrum King still surfaces in pick-up game sessions. Whenever I pick up a new superhero RPG, I inevitably stat up Puzzler first. And that brings me to today.

I recently ran into one of my old V&V gaming group, and we got to talking about past games. He asked specifically about Puzzler and whether I still had his old stats. Sadly all of my old handmade V&V materials are long since gone. But over the course of the conversation, we managed to recreate Puzzler's stats for Villains and Vigilantes. So, in the coming days, I'll post up my favorite NPC for one of my favorite RPGs. Stay tuned.

Friday, July 5, 2013

Notorious NPC: Samuel J. Taylor, The Mega-Prez

Samuel J. Taylor, The Mega-Prez
7th Level Pure Human

STR: 20 --- INT: 17
DEX: 9 --- WIL: 19
CON: 18 --- CHA: 21
HPs: 115 --- AC: 7
Mutations: none

Samuel J. Taylor is the unofficially recognized President of the Rejoined States of Mairca. It is his vision and passion to bring the shattered city-states and individual baronies of the post-apocalyptic lands back together as one reunited nation. He is viewed as a king and ruler, although he protests that he is only acting as leader until democratically recognized elections can be implemented -- a process that many take several decades.

The Mega-Prez (as he's called) currently leads the citizens of
"Washdeecee," which, under his rule, has become one of the few growing and thriving cities of the Mutant Future. (Population is nearing 6,000 citizens.) The marble ruins of D.C. has been reassembled into a large city reminiscent of ancient Rome. Clean running water via aqueducts has been established (as well as a working sewer system); roads have been cleared and paved; and other improvements in the social infrastructure have been implemented. All citizens are provided with food, shelter, and safety, and because of this, the citizens of Washdeecee are fanatically loyal to The Mega-Prez.

The Mega-Prez resides in The Great Dome (the former Capitol), and he has formed a team of scholars, advisors, and intellectuals that he refers to "Congress." He has a large volunteer army at his disposal which numbers in the hundreds. Those who meet Taylor find themselves facing an imposing figure of a man. He stands nearly 7 feet tall, rippling with muscles, and decked out in gaudy red, white, and blue costuming. In combat, Taylor gets 2 attacks per round, and a +3 bonus to hit and to damage. He speaks in soft, glowing platitudes, such that he receives a -3 reaction adjustment from those meeting him for the first time, and his followers have a morale of 11. Taylor even has a trained Maircan Iggle that perches on his shoulder or nearby that will swoop in to attack if needed. Taylor is usually well-armed and is not afraid to go right to pointed threats if he, his citizens, or his vision for "Mairca" are threatened.

Although it may seem as if Taylor is running the newly forming nation with an iron fist, he actually is trying to reestablish the tenets and basic philosophy the nation was founded upon. He is a true scholar of the history of the Bygone Days before the Apocalygeddon, reading and researching all of the historical documents he can lay his hands upon. Unlike others who know of the past only through legends, lore, rumors, and tall tales, Taylor actually knows the true history of the U.S. and has made it his goal to return the country to that stage of glory.

The PCs may hear of the Washdeecee during their travels and may decide to see if the rumors are true. Several neighboring warlords and baronies despise the growing "nation" and have been waging war against its borders. Taylor may hire the PCs to do some spying for him. Whether the PCs trust Taylor or believe he some kind of "dictator-in-the-making" is left to the Mutant Lord.

Friday, March 29, 2013

More Mutant NPCs Courtesy Of Webster's Dictionary

Back in November, I posted a method for generating NPCs using nothing more than Merriam-Webster's Collegiate Dictionary (11th edition). Had an opportunity to break out the dictionary this morning for an unrelated project, so I thought I'd take this word-based NPC creator out for another spin:

NPC 1
Page 513: "gall midge - game fish"
For "Who," my eyes immediately fall on one word that I find perfect: "galoot." Although defined as someone "strange or foolish," I instead have the mental image of someone hulking and ponderous with minimal intelligence. So our NPC is a huge mountain of a man lacking social skills. For "Drive," I'm torn between two words, so I decided to use them both: "gambler" and "gallows." Our hulking thug runs a gambling hall in one of the border towns. Mutants can play cards or throw dice at his casino (most of the games are rigged anyhow), however, the real "action" is in the basement where true gamblers (or the very desperate) can play a very special game of "Hangman." Six mutants who feel lucky are prepped in a makeshift gallows. Each has their head in a noose and they balance precariously on a stool. Bets are taken from the audience as to who the loser will be. Once the bets are collected, a simple 6-sided die is tossed. Each face corresponds to one of the "players." If their number comes up, they are freed and asked to step to the side. At the end, when only one remains, the stool is kicked out from under him. The winning bettors double their money, and each survivor is given a sizable payout for playing. (And the House rakes in a sizable cut.) It's said that, if there are not enough volunteer players, the casino owner will go "recruit" some new players off the street. And what's his "Mutation?" I found "galvanic skin response" interesting. So, SKIN + ELECTRIC suggests energy-retaining cell structure. Anyone he touches takes 3d6 points of electrical damage, so he uses this and his thugs to keep the order in his establishment. The PCs may be tasked with shutting down his immoral -- and deadly -- gambling den.

NPC 2 and 3
Page 1393: "vibrantly - vicious"
For "Who" and "Drive," I have two very interesting word combinations leaping off the page at me. The first is "vicious vicar," which brings to mind a tyrannical Priest of the Bygones. Those who do not follow the teachings of his church are branded as heretics. His faith is unwavering, and he expects all others to blindly obey church doctrine. His followers are unquestioningly loyal, as they feel he has a direct correction with the Will of the Bygones. He may even rule the area as the ultimate voice of a theocracy. Just entering his region places the PCs in great danger (unless they are willing to convert and "spread the Word of the Bygones!") The other combination is "vicarious viceroy." The leader of the region was unwillingly thrust into his role. Let's say the governor of the area died suddenly, so his young unprepared son has ascended to the position. But he doesn't WANT to rule, so he's making plans to run away, abandoning his responsibilities. Perhaps when he realizes his mistake a year later, he'll need to PC's assistance to help put him back in power. (Although the folks who filled the vacuum in his absence will not be happy to see him return!) Since I want this NPC to be a Pure Human, the "Mutation" word will now become an "Equipment" word: "vibration." So both our evil priest or prince on the run are equipped with either a vibro-dagger or vibro-sword, depending on the needs of the Mutant Lord. So there you go -- TWO NPCs on this page!

Wednesday, February 6, 2013

[Korgothursday] Notorious NPC: Gog-Magog, Baron of Thieves


Gog-Magog
6th Level Pure Human
STR: 9 --- INT: 19
DEX: 13 --- WIL: 17
CON: 14 --- CHA: 7
HPs: 60 --- AC: 7
Mutations: none

The self-proclaimed "Baron of Thieves," Gog-Magog is a hedonistic collector of Bygone artifacts from "The Fourth Age." Gog-Magog is around 4 feet tall, overweight, and bald (with the exception of a small soul-patch beard and stringy ponytail). He wears a small loincloth and sheer golden robes that leave little to the imagination. As a collector of rare jewelry and trinkets, he usually sports several necklaces and rings, as well as a pair of golden earrings. Gog-Magog is not afraid to flaunt his ill-acquired wealth.

Although he is not very strong or agile, he has a near-encyclopedic knowledge of the human body, which allows him to deliver more damage when fighting in combat. Gog-Magog gets a +2 damage bonus when fighting hand-to-hand. His genius-level intelligence and study of Bygone artifacts gives him a +20% Technology Roll modifier when inspecting trinkets from the past.

From his hidden cavern lair, Gog-Magog commands a small army of mercenaries, bandits, and lackies to carry out his nefarious schemes. Gog-Magog is involved in all manner of immoral and illegal activities: theft, human trafficking, smuggling, extortion, etc. If there's a profit to be made, the Baron of Thieves has his hand in it -- unless he's running it outright. Gog-Magog delights in collecting Bygone artifacts, however. If he discovers someone has an item he covets, he will use guile and deception to acquire it. In the pilot, Gog-Magog wanted to possess the Golden Goblin held by the wizard Specules. Knowing it was a suicide quest, he poisoned Korgoth with a deadly parasite, offering him the antidote only if he returned with the Goblin.

Gog-Magog is ruthless, evil, and cunning. He holds no value for human life, as it's just another commodity for him to buy and sell. But he will pay handsomely for rare antiques and items from the times before the world ended. But do not think to double-cross him for he is diabolical when it comes to revenge. Gog-Magog could be an adventure hook for the PCs if he "hires" them to retrieve an artifact for him. He could also be a recurring villain if the deal they've made with him goes sour.


Saturday, February 2, 2013

Notorius NPC: Coolidge, The Mutant Turtle

"Coolidge"
3rd Level Mutant Animal (Turtle)
STR: 16 --- INT: 10
DEX: 10 --- WIL: 15
CON: 12 --- CHA: 8
HPs: 60 --- AC: 3
Mutations: natural armor (extreme), acute hyper healing

What would you do if The Bygones themselves told you who you were and what you should do with your life? Coolidge was just another mutant animal roaming the wastelands, scavenging through the Bygone ruins and trying to determine his place in the Mutant Future. While poking through a stack of Bygones books, he saw an image of himself on one of the covers! Although he doesn't read the Bygone language, he poured through the illustrations, seeing himself and others like him performing feats of acrobatic prowess, fighting those who would oppress others. It was then that Coolidge realized The Bygones were speaking to him across the millennia, telling him to use his talents to fight for justice.

Coolidge trained himself for combat with extensive conditioning and practice.He currently receives a +2 to hit and +3 damage in hand-to-hand combat from his training. When attacking, he brings out a pair of huge scythe-like blades. These "swords" do 1d12 hit points of damage when they hit. Hitting Coolidge himself is a challenge as well, as his natural armor mutation (his shell) gives him an AC of 3. And if he IS injured, his acute hyper healing mutation will mend his wounds much faster than normal. Coolidge is a combat-trained tank.

Cooldige's personality is very easy-going and carefree (another trait taken from the Bygone tome). he ejoys showing off his combat prowess and revels in the attention given to him. But he never forgets his Bygone-bestowed mission to enforce laws and punish the wicked. He still carries the comic that started him on his path, and he treats it like a fragile holy work. Coincidentally, "Coolidge" is also the name of another famous Bygone painter, just like the characters in his book he seeks to emulate.

"Cowabunga," indeed.

Wednesday, June 20, 2012

Notorious NPC: "Rotgut"

"Rotgut"
6th Level Mutant Human
STR: 10 --- INT: 18
DEX: 20 --- WIL: 12
CON: 11 --- CHA: 8
HPs: 49 --- AC: 5
Mutations: increased sense (sight); mental barrier; negative empathy

“Rotgut” is the nickname given to a well-known, yet disliked bartender who works at the local watering hole. Rotgut appears as an average-sized human wearing a tattered pair of overalls and a bartender’s apron. He never speaks, and his head is always covered with a welder’s mask, shielding his face from view. Many people are uneasy with his appearance to the point of hostility. This disquiet has spilled over into bar fights that break out on a weekly basis. The owner of the tavern keeps Rotgut around, because “He’s the best damn mixologist I’ve ever found.” It’s said that Rotgut’s skills are such that he can turn turpentine and spidergoat sweat into a delicious cocktail.

The unease that occurs in Rotgut’s presence is due to his negative empathy mutation. Those around him feel as if they can’t trust him or that he means to do them harm the moment their back is turned. Nothing could be further from the truth, but Rotgut has accepted his lot in life to be eternally disliked. This mutation caused a mob to turn on him at a young age; his face was horribly disfigured and his larynx was damaged as a result. He hides his face under the mask, as he feels his hideous appearance combined with his negative empathy mutation might get him killed. Rotgut’s increased sight mutation makes it difficult to sneak up on him, and his mental barrier protects him from most mental attacks. Ever since he was attacked, he remains ever on guard from future violence. Rotgut trains in combat in his downtime and has gotten good enough to merit two attacks per round. He is also fast enough to boost his AC as well as give him a +4 bonus when attacking via missile attacks. His +3 Initiative Modifier also ensures that he will get the first attack in nearly every instance.

Rotgut’s expertise in mixing things together goes far beyond simple drinks and cocktails. Rotgut is a gifted chemist with an innate understanding of the way liquids and fluids combine. He has developed his own versions of both nitroglycerine and “Greek fire.” He has created new kinds of fuel that burn more efficiently and longer in internal combustion engines. He has crafted poisons, detoxification mixtures, and a host of other chemical wonders. He has a sizable lab hidden on the outskirts of town where he tinkers with his experiments. Rotgut would love to share these wonders with someone, but his negative empathy mutation makes developing friendships an impossibility. If he ever decides he's had enough animosity, Rotgut has stockpiled enough explosive power to level a small city. This, combined with his combat swiftness and expertise, potentially makes him a very dangerous man.

Monday, April 9, 2012

Notorious NPC: YO-0-0, The Cobalt Corsair

Serial Number: YO-0-0
(AKA "The Cobalt Corsair")
5th Level Basic Android

STR: 14 --- INT: 18
DEX: 19 --- WIL: 9
CON: 13 --- CHA: 16
HPs: 50 --- AC: 2
Mutations: accumulated resistance (electrical); mental barrier; know direction

"Arrr! Beware when ye be sailin' the polluted seas of the Blasted Wastelands, for ye may cross paths with The Silvery Sea Dog! The Bolted Buccaneer! The Cobalt Corsair himself -- YO-0-0!"

YO-0-0 (pronounced "Yo-oh-oh") once was an Ancient navigational 'bot used on a cruise ship. After the Apocalygeddon, the ship was grounded, the passengers either fled into the Hellscape or died on board, and YO-0-0 was left alone on board. He spent decades wandering the decks of the abandoned liner, trying to rediscover a sense of purpose. A chance discovery of an old "Captain Blood" DVD in the ship's library resparked his "primary function" subroutine, and he spent the next few years watching every nautical holovid and reading every pirate-themed book he could find. He eventually remade himself as the greatest corsair ever to sail the Nine Seas. He rebuilt and relaunched the ocean liner (with the help of the remaining functional ship's 'bots -- reprogrammed by YO-0-0 to be his pirate crew) and now he plunders and pillages as he pleases. Everyone fears the approach of the pirate ship "Disney Magic."

YO-0-0's navigational programming allows him to know direction at all times. His pre-Apocalygeddon internal mapping software also allows him to travel the oceans with ease. His electrical accumulated resistance (a high-voltage capacitor) gives him a 30 hit point reserve against electrical attacks and damage. After he takes 30 HP of electrical damage, further shocks would then be applied toward his primary hit point count. Finally, he has specialized shielding around his positronic brain, giving him a fairly strong mental barrier against mental attacks. YO-0-0 is superhumanly fast and this, along with his metal body, gives him his 2 AC. He also receives bonuses of +1 to hit and +2 to damage in hand-to-hand combat. He prefers to use a vibrosabre in combat (2d12 hit points damage), although he is well versed with a variety of weapons. And before anyone gets any ideas, he is completely watertight and waterproof. He cannot swim on the surface, but he can walk underwater and shimmy up ropes and chains to get back on board without penalty.

YO-0-0 fancies himself as a "gentleman pirate," rather than a bloodthirsty cutthroat. (Think of Errol Flynn or Jack Sparrow.) Although he is devious, manipulative, and a first-rate liar, he is always polite and never cruel. Although his primary function is "loot and plunder" -- plundering and robbing ships and ports for years -- he really has no plans for the loot he's accumulated (all stored in cabins and rooms on the lower decks). He has buried random caches on islands throughout the seas (as that's what pirates do), and many maps of these locations are kept in his primary cabin. (Which could lead to some good old-fashioned Mutant Future treasure hunting!) His crew of nearly 200 reprogrammed 'bots are unwaveringly loyal to him and will defend YO-0-0 and the Good Ship Disney Magic to the death.

Tuesday, February 14, 2012

Notorious NPC: Carlotta, Assassin-For-Hire

Carlotta, Assassin-For-Hire
8th Level Pure Human

STR: 14 --- INT: 12
DEX: 15 --- WIL: 12
CON: 21 --- CHA: 19
HPs: 154 --- AC: 5
Mutations: none

In the Mutant Future wastelands, there is one name that strikes fear into nearly everyone -- Carlotta. The assassin-for-hire is feared by bounty hunters, men-for-hire, and other ne'er-do-wells. Carlotta is, bluntly, the deadliest non-mutant alive. It's said that, if she comes for you, you might as well blow your own head off with a lazer pistol as she's never -- NEVER -- failed in a mission.

Carlotta is a strikingly beautiful pure strain human (and she knows it). She often wears tight, revealing clothing, knowing that her -- ahem -- assets both distracts and disarms her male opponents. She's humorless, all business, with a swift (and injurious) response to fools and annoyances. (Flirting with Carlotta is a bad idea, as she'd just as soon stick a knife in your eye as speak with you.) Carlotta views members of society as a means to an end. You're either an employer, a target, or faceless rabble.

In combat, she's quick and deadly, receiving 2 attacks per round with bonuses of +1 to hit (both hand-to-hand and missile combat) as well as a +2 damage bonus to any attacks she makes. She's fast, giving her -1 to her AC and +1 initiative. Her resistance to poisons and radiation are also formidable, giving her a +3 to poison saves and +2 to radiation saves.

In combat, Carlotta is equipped with an eyepiece targeting system, which gives her an additional +2 to hit with ranged weaponry. She prefers to take out her opponents from a distance with a long range sniper rifle or similar weapon. In close quarters combat, she'll use her vibro-bladed staff (1d8+16) to subdue a "client" before finishing him off with a well-placed plasma pistol (7d6) shot to the head. Carlotta is not a fool in combat, preferring to kill them from a distance or with a trap she's set. If she enters one-on-one combat and it turns against her, she will retreat and attack another day -- perhaps months later, when her quarry's guard is down (and she'll take on other "clients" in the meantime). She has also been known to hire a group of toughs to attack her "client." If her hirelings kill him, her contract's terms are met. If they fail, she then sweeps in to attack the now-injured and weakened prey.

Carlotta does not reason, bargain, or take pity on her "clients," as "it's just business." Those who hire her are assured of the target's eventual death. (And her fees reflect this efficiency.) And those who turn on her, compete against her, or simply get in her way are summarily disposed of. It's this ruthlessness and lack of known failures that gives her such a feared reputation. The phrase "being an Enemy of Carlotta" has come to mean "someone with a deathwish," as in "You want to enter that Hazmat Zone? What are you, an Enemy of Carlotta?"

Friday, November 18, 2011

Notorius NPC: Joey Gills

Hello Mutant Neighbors. Welcome to the final day of our series highlighting some of the survivors living in my Mutant Future neighborhood. Today's neighbor thinks of himself as a powerful crime lord with designs of controlling the region's black market. Can you say "sadly incompetent?" Sure you can!

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Joey Gills
3rd Level Mutant Human

STR: 9 --- INT: 7
DEX: 6 --- WIL: 15
CON: 11 --- CHA: 9
HPs: 37 --- AC: 8
Mutations: water breathing, shriek, teleport

Joey Gills is a short, squat mutant human with a fish-like face and delusions of grandeur. Taking his inspiration from old holovids of "Goodfellas," "The Sopranos,"and "The Jersey Shore" (as well as a few Dick Tracy comic strips), Joey Gills has begun setting himself up as the leading crime lord for the city he resides in. However, Joey Gills is neither smart nor strong, is a coward when confronted, and can't formulate a plan to save his life. He runs a small black market operation, trading and dealing in weapons and contraband. However, most of the weapons he has are either junk or underpowered, and his "contraband" are whatever scraps and bits he salvages from ruins and steals from the unwary.

Joey Gills is weak in a fight, receiving a -1 to hit penalty when using a ranged weapon. Most of his wares are misidentified because of his -5% Technology Roll penalty when figuring out devices. However, he does have a fairly strong WIL, as his ego and self-delusion carries him through most social situations. Joey Gills may have two or three "henchmen" that follow him and do his bidding, but they will be even less intelligent and more cowardly than Joey Gills.

As a mutant fish-like being, Joey Gills is able to breath underwater through his water breathing mutation, staying underwater indefinitely. He uses this ability to escape when needed. Joey Gills can also release a piercing shriek if cornered, allowing him time to escape during the confusion. Joey Gills also has the ability to teleport, but because he is cowardly, he only uses it to escape to a well-hidden hideout rather than for any other kind of travel. In other words, Joey Gills uses all of his mutations only to runaway when the going gets tough.

Joey Gills is horrible with names, so he has the habit of giving nicknames to everyone he meets, calling everyone "Joey Something." A mutant plant may be "Joey Greenleaves" or a dual-headed mutant would be "Joey Two-face." Two other speech patterns Joey Gills has is that he talks about himself in the third-person all of the time. He also patterns his speech after Ancient mobsters and wiseguys, speaking with a cliched New Jersey accent. ("Yeah, Joey Gills ain't likin' dis at all. Youze guys better watch it, that's all Joey Gills gotta say 'bout dat.")

Joey Gills will work with the PCs if he feels there's a profit to be made or if it will bolster his reputation. He may have inside info on criminal dealings in the area as well as connections in the underworld (who view him as worthless and laughable). Joey Gills will not befriend the PCs as they aren't worthy to be members of his "crew," but he may be useful as an informant as well as a weapons supplier -- if the PCs aren't too choosy and if they can give him something he wants. Threats don't really work on Joey Gills, as he'll teleport out of the area the second he fells he's in danger. But buttering him up and stroking his ego will work wonders. "Youze guyz are all right. What can Joey Gills do fer youz?"

Hope you enjoyed this visit to...

Wednesday, November 16, 2011

Notorious NPC: Splinterthorn

Hello again Mutant Neighbors. Welcome to the third day of our series highlighting some of the survivors living in my Mutant Future neighborhood. Today's neighbor actually resides far from here in a briar-strewn valley where he plots to one day rule over a world without animal life of any kind. Can you say "extinction-level event?" Sure you can!

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Splinterthorn
9th Level Mutant Plant

STR: 18 --- INT: 10
DEX: 9 --- WIL: 20
CON: 16 --- CHA: 7
HPs: 85 --- AC: 6
Mutations: projectile thorns, abnormal size (12 feet tall), regenerative capability

Splinterthorn is a 12-foot tall tree-like mutant plant composed of hardened saplings and thorn-laden vines. When he's not moving, he appears to be a leafless dead tree. Some unobservant folks could walk right past Splinterthorn without knowing he was "alive" in the truest sense. This would be very dangerous though as Splinterthorn hates all animal and humanoid life and he would not hesitate to attack.

Due to Splinterthorn's abnormal size, he receives a +3 to hit bonus in combat as well as a +2d6 crushing damage bonus with hand-to-hand weapons. Splinterthorn can also fire out a salvo of fist-sized projectile thorns that do 1d8 hit points of damage to the victim. Splinterthorn's regenerative capability allows him to heal 10 extra points of day as well as grow back missing limbs and extremities over time. He is large, powerful, and difficult to harm.

If examined closely, observant PCs will see that Splinterthorn's outer bark is covered with charred and blackened areas. Decades ago, the mutant plant was caught in a sweeping wildfire carelessly started by a neglected campfire. His rage at having nearly died at the hands of humanoids fueled his hatred of all animal lifeforms. Splinterthorn now views all creatures as nothing more than the slaughterers and oppressors of plantdom. Humans and mutants cultivate, cut, burn, consume, and harvest plants. Animals feed on them. Even caretakers and farmers who tend to plants and gardens are viewed as nothing more than horticultural slavemasters. Splinterthorn would like nothing more than eliminate all forms of animal life from the planet -- which is his longterm goal.

Splinterthorn resides in a hard-to-reach valley known as The Devil's Greenhouse. This valley is overgrown with briars, thorns, poisonous plants, and dangerous flora. It is said no animal life can survive in this inhospitable jungle. It is here that Splinterthorn hides, gathering information and supplies needed to carry out his plan of world domination by plantlife via the extinction of humans, mutants, fauna, waterlife, and avians.

Fairly tales and bedtime stories of Splinterthorn's tragic past and his plans for revenge have been passed down amongst generations of mutant plants over the years. Most consider these stories as folklore and fairy tales. But these "fairy tales" are more real than anyone realizes, and Splinterthorn is mere months away from enacting his extinction-level event.

Stop by later and we'll visit another resident of...

Monday, November 14, 2011

Notorius NPC: Hazardous Matthew (HazMatt)

Good afternoon Mutant Neighbors. Welcome to the second day of our series highlighting some of the survivors living in my Mutant Future neighborhood. Today I'll introduce you to a man who is literally "untouchable." Can you say "environmental isolation?" I'll bet you can. Sure.

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Hazardous Matthew
("HazMatt")
4th Level Pure Human

STR: 10 --- INT: 12
DEX: 16 --- WIL: 18
CON: 11 --- CHA: 13
HPs: 76 --- AC: 2
Mutations: none

Hazardous Matthew ("HazMatt" to his friends) is a pure human who makes a living in the Mutant Future by exploring and scavenging in places others fear to tread. Although HazMatt is of average build and intelligence, he has one thing others in the wastelands do not have -- a very powerful experimental suit of Environmental Armor.

Matt discovered the flexible yellow suit during an expedition to an Ancient research facility. After donning the suit (so he could safely explore the facility's highly toxic radioactive areas), Matt discovered that the suit was actually a powerful set of experimental Environmental Armor. rather than the usual bulky plates and stiff plexisteel mesh, the armor was made of a highly resistant ballistic nylon treated with a special mixture long-forgotten to the ages. This armor effectively protects Matt against radiation through class 6, most known poisons and toxins, as well as other hazardous environments. He is impervious to heat and cold attacks. Additionally, the suit functions underwater, in a vacuum, and in most other deadly environs. The suit also has an air recirculator, waste disposal, and endless nutrient supply. The wearer can stay in the suit without adverse effect indefinitely. Which is good, because Matt hasn't been able to figure out how to remove the suit in more than 5 years.

The suit Matt wears was specifically designed for long-term deep space exploration. The wearer was to be sealed into the suit prior to departure and to keep the suit from being accidentally breached, a timing mechanism was installed which will open the suit in 10 years' time. (So Matt has another 5 years to go, unbeknownst to him.)

Matt (as "HazMatt") eventually figured out the strength of the suit's protection, and he now hires himself out as a soldier of fortune...the ultimate scavenger...the man who can go places others cannot. He can explore places too dangerous for even the hardiest of mutants. And the armor (along with his high DEX) makes him difficult to injure. His nickname is "The Untouchable One." Many have tried to remove the suit for their own usage, but all have failed. Those who tried to harm HazMatt have failed. Matt enjoys the reputation he has garnered, and he has come to accept and enjoy the all-encompassing protection the suit offers.

Stop by later and we'll visit another resident of...

Sunday, November 13, 2011

Notorius NPC: The Grim Ripper

Hello Mutant Neighbors. Welcome to another series of blog posts highlighting some of the survivors living in my Mutant Future neighborhood. Today, we meet a voiceless mountain of a man who likes nothing more than to terrorize weaker folks with a set of very special weapons. Can you say "chainsaw nunchucks?" Very good.
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The Grim Ripper
7th Level Pure Human

STR: 20 --- INT: 11
DEX: 18 --- WIL: 10
CON: 17 --- CHA: 9
HPs: 72 --- AC: 5
Mutations: none

The ultimate "muscle" in the Mutant Future, The Grim Ripper is usually found in the employee of a local warlord or baron. Used as an enforcer, The Grim Ripper is nearly 8 feet tall, stocky of build, and wearing a full-face hooded mask.

The Grim Ripper doesn't speak; even if severely injured, he will not make a sound. Some say he had his vocal chords removed, whereas others say his willpower is such that he doesn't feel pain. Either way, The Grim Ripper wordlessly goes about his business of enforcing the will of his employer, whether single-handedly destroying a village and its inhabitants, enforcing the will of his "boss," or competing (and winning) in gladiatorial games for others' amusement.

The Grim Ripper can rip a person from limb-to-limb with his bare hands, and he's pretty competent with an assortment of hand-to-hand weapons. But his preferred method of combat is with a pair of chainsaw nunchucks. Once he sets them whizzing and buzzing around his body, he becomes a frightening limb-severing behemoth. Chainsaw nunchucks do 7d6 hit points of damage if he successfully hits. The Grim Ripper gets a +4 to hit/damage bonus as well as a +2 initiative modifier, so entering into combat with him is a foolhardy and dangerous event.

The Grim Ripper will usually be found standing at the side of his employer, to whom he is mindlessly loyal. Other times, he is seen leading the henchmen forces as a type of general. (Would YOU defy his commands?) He cannot be reasoned or bargained with. It is unknown if The Grim Ripper works for financial gain, a display of power, or if he just enjoys spreading destruction and death for the sake of the chaos and fear he sows.

The Grim Ripper is inspired by similar characters such as The Humungus from "The Road Warrior" or Master Blaster from "Max Max: Beyond Thunderdome."

Stop by later and we'll visit another resident of...

Wednesday, October 26, 2011

[Festival of Fright] Notorius NPC: "Mort" the Mortician Bot

"Mort" the Mortician Bot
4th Level Synthetic

STR: 13 --- INT: 14
DEX: 15 --- WIL: 15
CON: 9 --- CHA: 16
HPs: 50 --- AC: 6
Mutations: increased sense (smell), force screen, quick mind

Somewhere on the outskirts of a ruined city is a long-ago-forgotten funeral home -- dilapidated and run down. Its caretaker -- a mortician bot named "Mort" -- sat silently for decades, waiting to be of use again. A few months ago, Mort's circuitry reactivated for a self-diagnostic and something went wrong. When Mort's circuitry reactivated, a small electrical spike caused a causal loop in his programming. He now views every living thing as a potential "client."

Mort's back in business.

Mort initially kept himself busy by embalming and mounting birds and small animals. As he became bolder, he "serviced" larger creatures and the occasional traveler he'd encounter on the nearby trails. Mort is now lurking near villages and towns close by, catching folks tilling the fields or tending their herds and bringing them back to his funeral home for processing. But Mort's not evil; he just has a job to do.

Mort is very hard to attack head-on as his increased smell enables him to detect when he's about to have company. He can also use this sense to detect and find hidden clients. His quick mind gives him a 100% chance to determine if someone is lying to him. And mental attacks are difficult as an attacker must successfully roll three times to have a mental attack succeed. He also has a built-in force screen that he can raise if he feels the "dearly departed" is being particularly troublesome. Mort has a +1 to hit/damage bonus due to his STR and his CHA gives him a -1 Reaction Adjustment.

Mort is not a skulking villain looking to kill villagers. He sees himself as providing a much-needed community service. He takes pride in his work and will be highly insulted if his motivations are brought into question. He may even show off his "displays" to anyone interested. Little do they know that he has already selected them as the next clients who will benefit from his services.

Mort should come across as creepy, but initially harmless. He's charismatic, pragmatic and fairly straightforward when discussing what he used to do for The Ancients. "But I no longer prepare the Dearly Departed for their final destination," he'll sadly tell the party. He'll then sweep back a curtain, revealing his collection. "I prepare those who have not yet departed," he'll state as he reaches for a scalpel and embalming needle. "So who's first?"