View unanswered posts | View active topics It is currently Sun Dec 08, 2019 3:11 am



Reply to topic  [ 1 post ] 
Stock NPCs A A 
Author Message
Greater Lore Drake
User avatar

Joined: Thu Jan 18, 2007 8:00 am
Posts: 3846
Location: Oklahoma
Post Stock NPCs A A
Working on NPC stock characters for the upcoming AA Masque of the Red Death game, though I’d share what I have so far.

With it being a Gothic setting I started everything at around 1880 so a generation + before the AA by the book

Police – ever present in the cities and developing urban areas. Some will be good honest protectors of the peoples in their precincts, others are jaded & uncaring, some brutal and mean spirited, and still others are as corrupt or more corrupt than the criminals they should be protecting the citizens from.

Urban police tend not to be issued fire arms on standard duties for day to day use into the mid 1880s, Prior to that police would only have firearms for dangerous duties and have to specifically request them.
These are focused on urban / city police. Rural, especially in the west, police sheriffs and deputies will have different skills and abilities.

---
Rookie beat patrol – the brand new patrolman fresh out of the academy.

HD 1d8 (4 - 8 hp each), AC 13, move 30 ft. Primary attributes, 2 are Physical and 1 mental. Attack by Billy club/sap 1d6 (Pistol 1d8 only in extreme circumstances – mass riots, hunting a serial killer, assisting a raid on a gangster’s hide out) . Special abilities are Case Target, as a 1 st level Hooligan
The rookie is not normally alone on a patrol; he will normally be supported by at least a normal patrolman if not a sergeant. However, there are times, when the police force is stretched thin, that a rookie will alone and hopefully within shouting (or whistle) distance from support
---
Average patrol – the normal patrolman walking the beat spending countless hours in hot and cold, wet and dry, day and night, patrolling his assigned neighborhood.

HD 2 to 4 d8 (12 to 20 hp each up to 30 hp for an exceptional patrolman ), AC 13, move 30 ft. Primary attributes, 2 are Physical and 1 mental. Attack by Billy club/sap 1d6 (Pistol 1d8 only in extreme circumstances . Special abilities are Case Target, as a Hooligan of the same level, Take ‘em down (with Billy club only) as gum shoe of the same level , Stunning blow (with Billy club only) with a successful attack can force a target to make a con save or be stunned – minus 2 to AC, minus 4 to all rolls. At 4th level the target is knocked unconscious if the save is failed and the target is at -2 AM and -4 to all rolls if the save is made.
---
Veteran patrol sergeant – a veteran of years on the force, having experienced riots, cholera outbreaks, gang wars, and countless crimes – some petty some brutal.

HD 5 to 9 d8 (24 to 40 hp each up to 63 hp for an exceptional patrolman ), AC 15, move 30 ft. Primary attributes, 2 are Physical and 1 mental. Attack by Billy club/sap 1d6 Pistol 1d8. Special abilities are Case Target, Lingo as a Hooligan of the same level, Take ‘em down as gum shoe of the same level , Stunning blow (with Billy club only) with a successful attack can force a target to make a con save or be knocked unconscious if the save is failed and the target is at -2 AM and -4 to all rolls if the save is made. Demoralize – force a criminal to make a CHA save if failed the effect is the same as the socialite
---
Detective sergeant – A veteran from the streets that has developed the skills needed to investigate crimes. The most common member of a police department / division’s Criminal Investigation Department. However, other police departments including Special Branch (focused on international crimes, national security, and intelligence gathering) and Flying Squads (investigators focused on armed robberies and other crimes that cross divisional/borough boundaries) may have detective sergeants among their ranks .

HD 5 to 9 d8 (24 to 40 hp each up to 63 hp for an exceptional detective ), AC 15, move 30 ft. Primary attributes, 2 are Physical and 1 mental. Attack by Billy club/sap 1d6 Pistol 1d8. Special abilities are Case Target, Lingo as a Hooligan of the same level, Take ‘em down, Face in the crowd, as gum shoe of the same level , Cat and mouse as Gum Shoe at half the current level. Stunning blow (with Billy club only) with a successful attack can force a target to make a con save or be knocked unconscious if the save is failed and the target is at -2 AM and -4 to all rolls if the save is made. Demoralize – force a criminal to make a CHA save if failed the effect is the same as the socialite

Unlike patrolmen, detectives are not in a standard uniform. They are plane cloths officers.
Some may have additional levels in other classes – soldier, pugilist, and hooligan being the most common.
---

Detective Inspector – the chief inspector and investigator , the leader of large more complex investigations and high profile cases. Detective inspectors may be in charge of small/poor, or politically unimportant local police stations or division sub sections.

HD 5 to 9 d8 (24 to 40 hp each up to 63 hp for an exceptional detective ), AC 13, move 30 ft. Primary attributes, 2 are mental and 1 physical. Attack by Billy club/sap 1d6 Pistol 1d8. Special abilities are Tactics (police investigation) Connected, Exalt & Embolden (only on fellow police men) as Socialite of the same level, Case Target, as a Hooligan of half the current level, Take ‘em down, Face in the crowd, Cat and mouse as Gum Shoe at half the current level. Stunning blow (with Billy club only) with a successful attack can force a target to make a con save or be knocked unconscious if the save is failed and the target is at -2 AM and -4 to all rolls if the save is made. Demoralize – force a criminal to make a CHA save if failed the effect is the same as the socialite

Unlike patrolmen, detectives are not in a standard uniform
Some may have additional levels in other classes – soldier (officer) and socialite being the most common.

---

Specialist consulting detective – though not a police officer himself, often the police will need assistance from individuals that have unique insight and special areas of expertise.

HD 5 to 9 d8 (24 to 40 hp each up to 63 hp for an exceptional detective ), AC 13, move 30 ft. Primary attributes, 2 are mental and 1 physical. Attack by Billy club/sap 1d6 Pistol 1d8. Special abilities are Case Target, listen as a Hooligan at the current level, face in the crowd, cat and mouse as Gum Shoe at half the current level. Investigate with area of expertise; medical, forensics, deductive reasoning, etc. Charm as a socialite. Demoralize – force a criminal to make a CHA save if failed the effect is the same as the socialite

Some may have additional levels in other classes – soldier (officer) and socialite being the most common.

Often a consulting detective will have gum shoes, hooligans, or possible other classes as assistants.
---

Secret police – the city is full of anarchists, terrorists, spies, fire brands seeking to cause trouble and upset city’s balance, and expatriate revolutionaries bringing their far flung war into the city streets and dark allies. National governments, and even large city police departments, use secret police to fill the ranks of the Special Branch to keep tabs on these individuals and combat their criminal activities .

HD 5 to 9 d8 (24 to 40 hp each up to 63 hp for an exceptional individual ), AC 13, move 30 ft. Primary attributes, 2 are mental and 1 physical. Attack by Billy club/sap 1d6 Pistol 1d8. Special abilities are Hide, Move Silently, Listen Lingo as a hooligan of the same level, & Charm, Connected, as a socialite of the same level, Face in the crowd, as gum shoe of the same level , Cat and mouse as Gum Shoe at half the current level. Stunning blow (with Billy club only) with a successful attack can force a target to make a con save or be knocked unconscious if the save is failed and the target is at -2 AM and -4 to all rolls if the save is made.
Unlike patrolmen, the secret police never wear a uniform and often they do not even carry a badge or identification .

Some may have additional levels in other classes – soldier, socialite and hooligan being the most common.

---

Soldiers

All soldiers will have some form of specialty, not covered in the below stat block. This will be training in areas that the specific soldier has received, depending on their unit, in addition to the standard skills and abilities common to all soldiers :

A cavalry soldier will have animal handling and can fight from horseback with no penalty for melee attacks and with reduced penalties for ranged attacks – for armies during or before WWI (though some European countries did have horse mounted cavalry units into WWII)

A gunner will have training with heavier crew served machine guns – can be man portable weapons or mounted weapons. Increased to hit on …. Weapons & reduces recoil by half. Can quickly fix a jammed weapon

A cannonier will have skill with heavy weapons/artillery pieces,

A scout will have Climb, Hide, Move Silently, Case Target as a hooligan of the same level

An intelligence / spy will have Hide, Move Silently, Case Target as a hooligan of the same level & Charm, Connected, and Demoralize as a socialite of the same level

---

Raw recruit – the greenest of soldiers, little experience and only just finished training. Little danger in and of himself, but with potential to improve (if his squad mates can keep him alive long enough to gain the needed experience)

HD 1d8 (8 HP), AC 14, move 30ft. His primary attributes physical. Attacks rifle for 2d8+4 damage, pistol for 1d8 damage, knife for 1d6 damage, or mounted bayonet for 1d8 damage. Special abilities are Strategy and tactics (wisdom check), Bayonet training, Lingo (squad codes and call signs, military speak).
-1 to all fear and horror saves

A raw recruit will never be alone. There will always be more recruits/soldiers or sergeants around. Even when not on duty, he will be around squad mates.

---

Soldier – the standard line soldier

HD 2 to 4 d8 (12 – 20 hp each up to 30 hp for an exceptional soldier), AC 15, move 30 ft. Primary attributes are Physical. Attack by rifle for 2d8+4 damage, pistol for 1d8 damage, knife for 1d6 damage, or mounted bayonet for 1d8 damage. Special abilities are Strategy and tactics (wisdom check), Embolden (grant +2 to allies’ saving throws with a charisma check), Brothers in arms (2 allies w/in 10’ gain +1 damage) , Lingo (squad codes and call signs, military speak) ; If 3 rd level or higher formation fighting ( +1 to AC for him and up to 2 allies as long as they are all within 10’ of each other) & Crack shot (+1 for attacks with a rifle)

---

Sergeant – the experienced soldier that has the knowledge and skills (along with the rank and associated administrative duties) needed to keep control of and care for the more junior soldiers.

HD 4 to 6 d8 (20 – 28 hp each up to 40 hp for an exceptional soldier), AC 15, move 30 ft. Primary attributes are Physical. Though some unique individuals may have 1 mental attribute as a prime at the cost of 1 physical prime. Attack by rifle +1 to hit and 2d8+4 damage, pistol for 1d8 damage, knife for 1d6 damage, or mounted bayonet for 1d8 damage. Special abilities are Strategy and tactics (wisdom check), embolden (grant +2 to allies’ saving throws with a charisma check), brothers in arms (2 allies w/in 10’ gain +1 damage) , Lingo (squad codes and call signs, military speak) formation fighting ( +1 to AC for him and up to 2 allies as long as they are all within 10’ of each other) & Crack shot (+1 for attacks with a rifle) ; if 5th level or higher Fighting spirit – can temporarily increase 1 allies HD by 2 levels –giving an increased HP and bonus to all rolls

Following WWI, NCOs in some armies were given better weapons to replace their standard issue infantryman battle rifle. Weapons like the ‘Tommy’ sub machine gun can replace the standard issued rifle.

---
Combat Veteran – the combat tested battle hardened soldier, one that has survived the bombardment of enemy cannons, the nighttime attacks of marauding Indians, and charged into the breach of the enemy defenses through a rain of bullets . A dangerous foe to his enemies and a crucial ally to his squad mates – the veteran may or may not have the rank of sergeant or higher NCO ranks. However, even without increased rank, his experience has earned him respect from his peers

HD 5 to 10 d8 (35 – 70 hp any veteran is inherently an exceptional soldier), AC 17, move 30 ft. Primary attributes are Physical. Though some individuals may have 1 mental attribute as a prime at the cost of 1 physical prime. Attack by rifle for + 2 to hit & 2d8+4 damage, pistol for 1d8 damage, knife for 1d6 damage, or mounted bayonet for +1 to hit & 1d8 +1 damage. Special abilities are strategy and tactics (wisdom check), embolden (grant +2 to allies’ saving throws with a charisma check), brothers in arms (2 allies w/in 10’ gain +2 damage) , Lingo (squad codes and call signs, military speak) formation fighting ( +1 to AC for him and up to 2 allies as long as they are all within 10’ of each other) & Crack shot (+2 for attacks with a rifle) Fighting spirit – can temporarily increase 1 allies HD by 2 levels –giving an increased HP and bonus to al rolls

The veteran has +1 to + 3 to all fear/horror saves. However, due to the brutality of the events they have experienced and lived through, they have at least 1 minor insanity they suffer from.

---

Lieutenant – The green officer just learning the skills of leading men into harm’s way and hopefully complete their assigned mission, and if lucky keep as many of their soldiers alive.

HD 2 to 4 d8 (12 – 20 hp each up to 30 hp for an exceptional Lieutenant), AC 15, move 30 ft. Primary attributes are Physical. Though most will have 1 mental attribute as a prime at the cost of 1 physical prime. Attack by rifle for 2d8+4 damage, pistol for 1d8 damage, knife for 1d6 damage, or mounted bayonet for 1d8 damage. Special abilities are strategy and tactics (wisdom check), embolden (grant +2 to allies’ saving throws with a charisma check), brothers in arms (2 allies w/in 10’ gain +1 damage) , Lingo (squad codes and call signs, military speak) ; If 3 rd level or higher formation fighting ( +1 to AC for him and up to 2 allies as long as they are all within 10’ of each other) & Crack shot (+1 for attacks with a rifle)

-1 to all fear and horror checks unless level 4

---

Experienced officer of the Line – The Captain or Major that has learned the art of leading fighting men.
HD 5 to 8 d8 (24 – 36 hp each up to 56 hp for an exceptional officer), AC 15, move 30 ft. Primary attributes are Physical. Most will have 1 mental attribute as a prime at the cost of 1 physical prime. Attack by rifle +1 to hit and 2d8+4 damage, pistol for 1d8 damage, knife for 1d6 damage, or mounted bayonet for 1d8 damage. Special abilities are strategy and tactics (wisdom check), embolden (grant +2 to allies’ saving throws with a charisma check), brothers in arms (2 allies w/in 10’ gain +1 damage) , Lingo (squad codes and call signs, military speak) formation fighting ( +1 to AC for him and up to 2 allies as long as they are all within 10’ of each other) & Crack shot (+1 for attacks with a rifle) ; if 5th level or higher Fighting spirit – can temporarily increase 1 allies HD by 2 levels –giving an increased HP and bonus to al rolls

---

Command and staff - the officer that has left the line and now commands regiments, battalions, corps, and even whole armies, or the junior officers that assist the commander in the functions of leadership, all form the safety of a distance removed from the direct dangers of combat. Some commanders have earned their way through the ranks and still remember the grim reality of the dangers of war, others are appointees given their rank and command mostly due to social and financial influences and they themselves have little firsthand knowledge of the reality of the soldiers’ skills.

HD 5 to 10 d8 (24 – 44 hp each up to 70 hp for an exceptional battle hardened officer), AC 15, move 30 ft. Primary attributes are Physical. All will have 1 mental attribute as a prime at the cost of 1 physical prime, some may have all mental as their primary attributes. Attack by rifle +1 to hit and 2d8+4 damage, pistol for 1d8 damage, knife for 1d6 damage, or mounted bayonet for 1d8 damage. Special abilities are strategy and tactics (wisdom check), embolden (grant +2 to allies’ saving throws with a charisma check), brothers in arms (2 allies w/in 10’ gain +1 damage) , Lingo (squad codes and call signs, military speak) formation fighting ( +1 to AC for him and up to 2 allies as long as they are all within 10’ of each other) & Crack shot (+1 for attacks with a rifle) ; if 5th level or higher Fighting spirit – can temporarily increase 1 allies HD by 2 levels –giving an increased HP and bonus to all rolls

Some will have skills abilities associated with the socialite class (Charm, Connected, Exalt, Embolden, Fascinate and Demoralize), or may be duel classes as a socialite / soldier.

_________________
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain

Forgive all spelling errors.

Knight Errant & Humble C&C Society Contributor
C&C Society


Thu Sep 26, 2019 7:19 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 1 post ] 

Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.