RolePlay onLine RPoL Logo

, welcome to Downton Periscope

16:34, 24th April 2024 (GMT+0)

Enemy NPC.

Posted by GMFor group 0
GM
GM, 248 posts
Kind and Benevolent
Fri 27 Sep 2013
at 15:15
  • msg #1

Enemy NPC

Gremlin
Pace - 6     Toughness - 4
Parry - 4
STR - d4
Fighting - d4
Climb - d8
Run - d8
AGI - d8
Sneak - d6
Pickpocket - d8
VIG - d4
SMR - d8
Knowledge: Machinery - d8
Repair - d10
SPI - d6

Small
Ghost in the Machine - While inside machinery, Gremlins are invisible and silent.
Mechanical Aptitude: Disassemble -  Gremlins do not need tools and can perform 'repairs' in half time as long as it is disassembling the device.
Compulsion: Disassemble - Gremlins cannot help but ruin technology.
GM
GM, 327 posts
Kind and Benevolent
Tue 22 Oct 2013
at 17:55
  • msg #2

Re: Enemy NPC

In reply to GM (msg # 1):

Gnomish Special Ops

Pace - 6
Parry - 5    Toughness - 4 (6, ignores 1 AP)

AGILITY-d6 STRENGTH-d6
Shoot: Advanced Weaponry - d8
Melee - d8
VIGOR-d6 SMARTS-d6
Engineering - d6
Repair - d6
Boating - d6
Notice - d8
SPIRIT-d6
Guts - d6

Edges
Close Fighting - Ignore penalties for regular weapons in confined spaces (like in a sub).
Martial Arts - Ignore gang-up penalties, penalties for fighting unarmed, and add 1 to damage while unarmed.  If a raise is scored in a melee, attack, can disarm and knock opponent prone.

Racial
Small - -1 Toughness and +1 difficulty to hit.
Hierarchy - Must follow orders from superiors.

Spec Ops Armor
Repeater Carbine
Repeater Pistol
Grenades
Trench Knife
This message was last edited by the GM at 17:57, Tue 22 Oct 2013.
GM
GM, 428 posts
Kind and Benevolent
Fri 22 Nov 2013
at 19:40
  • msg #3

Re: Enemy NPC

In reply to GM (msg # 2):

Kraken (Wild Card)

Parry: 6  Toughness: 18

AGI d8 SMA d6(A) SPI d6
STR d12+4   VIG   d8
Fighting d8  Guts d6 Notice d6 Stealth d8 Swim d8

Bite (beak): STR

Tentacles: The Kraken has 6 large tentacles and 2 small tentacles.  Each can act independently in a round.

Large Tentacle:
Parry: 6 Toughness: 12

STR: d8, attack does STR damage, +2 on Grappel attempts.

Small Tentacle
Parry: 8 Toughness: 8
STR: d6, attack does STR damage, +3 on Grappel attempts.

Special
Gargantuan (size +12): Attacks are at +4 to hit.
Aquatic: Pace 12
Tentacles: The Kraken has 6 main tentacles and 2 small tentacles.  Each can act independently in a round.
GM
GM, 490 posts
Kind and Benevolent
Thu 9 Jan 2014
at 18:01
  • msg #4

Templar

In reply to GM (msg # 3):

Acolyte
Parry 5    Toughness 6 (1)
STR d6   VIG d6   SMR d4
AGI d6   SPI d4

Fighting d6
Notice: d4

Sword: d6+d6
leather Armor: +1 Armor

Broken Mind: Immune to Fear, Taunts, etc.  Can be 'Tricked' but cannot be Shaken by tricks.

Templar
Parry 8 (2)    Toughness 8 (2) (+2 Armor vs Ranged except called shot)
STR d8   VIG d8   SMR d6
AGI d6   SPI d6

Fighting d8
Notice: d4

Sword: d6+d8
Kite Shield: +2 Parry, +2 Armor vs Ranged shots unless hit with called shot
Maille: +2 Armor

Broken Mind: Immune to Fear, Taunts, etc.  Can be 'Tricked' but cannot be Shaken by tricks.

High Templar (Wild Card)
Parry 8 (2)    Toughness 9 (3) (+3 armor vs ranged)
STR d8   VIG d8   SMR d6
AGI d6   SPI d6

Fighting d8
Notice: d6

Sword: d6+d8
Withered Hand: +2 Parry, +2 Armor vs Ranged shots, possibly magical?
Plated Maille: +3 Armor

Broken Mind: Immune to Fear, Taunts, etc.  Can be 'Tricked' but cannot be Shaken by tricks.
Two-Fisted
This message was last edited by the GM at 13:57, Mon 13 Jan 2014.
GM
GM, 704 posts
Kind and Benevolent
Wed 16 Apr 2014
at 10:57
  • msg #5

RedCaps

Redcap
Parry 6    Toughness 5
STR d6   VIG d6   SMR d6
AGI d8   SPI d6

Pace: 12

Fighting: d8
Stealth: d8
Notice: d8

Claws: 2d6
Pike: d6+d8, Reach 2

Small: -1 toughness, -1 to hit
Psychotic: Immune to Fear and Taunt but not immune to Tricks.
Tough: +1 toughness
Great Speed:  Draw 2 cards/round.
Regeneration: Crazy

Whistler (Wild card)
Parry 6    Toughness 6
STR d6   VIG d6   SMR d6
DEX d8   SPI d6

Fighting: d10
Stealth: d12
Notice: d10

Pike: d6+d8, Reach 2
Claws: 2d6

Small: -1 toughness, -1 to hit
Very Tough: +2 Toughness
Psychotic: Immune to Fear and Taunt but not immune to Tricks.
Hardy: If Shaken, further Shaken results DO NOT cause a Wound
Great Speed:  Draw 2 cards/round.
Fast Regeneration:
This message was last edited by the GM at 11:38, Mon 15 Sept 2014.
GM
GM, 823 posts
Kind and Benevolent
Thu 3 Jul 2014
at 15:08
  • msg #6

Broken Gnomes

Broken Gnome

Pace - 6
Parry - 5    Toughness - 5 (6)

AGILITY-d6 STRENGTH-d6
Shoot: Advanced Weaponry - d8
Melee - d8
VIGOR-d8 SMARTS-d6
Engineering - d6
Repair - d6
Boating - d6
Notice - d8
SPIRIT-d6
Guts - d6

Axe: STR+d6
Armored Jumpsuit: +1

Broken Mind: Immune to Fear, Taunts, etc.  Can be 'Tricked' but cannot be Shaken by tricks.
Small - -1 Toughness and +1 difficulty to hit.

General Wild Card

Pace - 6
Parry - 5    Toughness - 5 (7)

AGILITY-d10 STRENGTH-d8
Shoot: Advanced Weaponry - d8
Melee - d10
VIGOR-d8 SMARTS-d10
Engineering - d6
Repair - d6
Notice - d8
SPIRIT-d10
Guts - d6

Axe: STR+d6
Withered Spleen: +2 toughness, -1 to hit at range.  Possible other powers...

Broken Mind: Immune to Fear, Taunts, etc.  Can be 'Tricked' but cannot be Shaken by tricks.
This message was last edited by the GM at 11:37, Fri 18 July 2014.
GM
GM, 838 posts
Kind and Benevolent
Wed 16 Jul 2014
at 13:30
  • msg #7

Brownies and Sheep Aberations

Brownie (Small)
Parry 5    Toughness 3
STR d4   VIG d4   SMR d6
DEX d6   SPI d6

Fighting: d6
Shoot: d6
Notice: d8
Stealth: d8
Fairy Magic: d8

Staff: ?
Dagger: 2d4
Blowgun: 2d4

Small: -1 toughness, -1 to hit.

SheepBear

Pace - 8
Parry - 6    Toughness - 11 (1)

AGILITY-d6 STRENGTH-d12+4
Fighting - d8
Swim - d6
VIGOR-d8 SMARTS-d6(A)
Notice - d8
SPIRIT-d8

Size +2
Claws: STR+d6

Fluffy Fleece: +1 Armor.  Ignore damage from blunt weapons.


Sheeple
Pace 8
Parry 5    Toughness 6 (1)
STR d6   VIG d6   SMR d4 (A)
DEX d6   SPI d6

Fighting: d6
Notice: d10

Hoofs: d6+d4

Fluffy Fleece: +1 Armor.  Ignore damage from blunt weapons.
Charge: Sheeple may run and make a single Wild Attack with no double-action penalty.
Improved Frenzy: Can make 2 attacks with no multi-action penalty.
This message was last edited by the GM at 13:21, Wed 06 Aug 2014.
GM
GM, 953 posts
Kind and Benevolent
Mon 6 Oct 2014
at 19:13
  • msg #8

Gnomes from...?

In reply to GM (msg # 7):

517 Operative

Pace - 6
Parry - 6    Toughness - 5

AGILITY-d8 STRENGTH-d6
Shoot: Advanced Weaponry - d8
Melee - d8
VIGOR-d6 SMARTS-d6
Engineering - d6
Repair - d6
Notice - d10
Languages and Communications - d8
Cypher - d8
SPIRIT-d8

Small: -1 Toughness and -1 to be hit at ranged by larger attackers
Dodge: -1 to ranged attacks against him
Optics: ?
Stealth Suit: -1 to ranged attacks in dark

Storm Trooper

Pace - 6
Parry - 6    Toughness - 8 (3) +2 with shield, +1 if near Mirewood

AGILITY-d6 STRENGTH-d10
Shoot: Advanced Weaponry - d8
Melee - d8
VIGOR-d8 SMARTS-d6
Engineering - d6
Repair - d6
Notice - d6
SPIRIT-d8

Gyro-Axe: STR+d6, AP 1
Shield: +2 Toughness, +2 to hit at range from front or side
Shotgun: 3d6 at close range
Integrated Armor: +3 Toughness
Cybernetics: Upgrades STR one die.  Immune to Fatigue.

Small: -1 Toughness and -1 to be hit at ranged by larger attackers

AutoGnome

Pace - 4
Parry - 6    Toughness - 8(2)

AGILITY-d4
Fight - d8
Shoot: Gnomish Weapons - d8

STRENGTH-d8
VIGOR-d8  SMARTS-d4
Notice: d6
SPIRIT-d6

Construct - Immune to disease, poison, mind-affecting abilities or spells.  Immune to critical hits.   +2 to Spirit roll to remove Shaken.  Cannot be healed but can be repaired.
Automaton - Does not eat, sleep or breathe.  Cannot be tricked, bullied, frightened or love.  Uses 'cartridges' for programming which may alter abilities.  Requires intermitant winding for locomotion and action.
Armored - 2 armor

Repeater Carbine - 2d6
Axe - STR +d6

Vice-Commandant Mirewood Wild Card

Pace - 4
Parry - 7    Toughness - 7 (2)

AGILITY-d6 STRENGTH-d8
Shoot: Advanced Weaponry - d8
Melee - d10
VIGOR-d8 SMARTS-d10
Engineering - d4
Repair - d4
Notice - d8
Leadership - d10
SPIRIT-d8
Guts - d6

Axe: STR+d6
Repeater Pistol
Voxcaster: Extends Command range
Armor: +2

Lame -1 Pace and to Climb
Command - Allies under his command get +1 to Spirit roll to recover
Hold the Line - Allies under his command get +1 Toughness
Small -1 Toughness and -1 to be hit at ranged by larger attackers

Goblin Servitor
Pace - 6     Toughness - 4
Parry - 4
STR - d4
Fighting - d4
Climb - d8
Run - d8
AGI - d8
Sneak - d6
Pickpocket - d8
VIG - d4
SMR - d8
Knowledge: Machinery - d8
Repair - d10
Engineering - d6
SPI - d6

Small
This message was last edited by the GM at 12:32, Tue 21 Oct 2014.
Sign In