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  • #16
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Name:	Militia woman.jpg
Views:	1
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ID:	140985

    Age 25
    Sex Female
    Strength 14
    Constitution 14
    Dexterity 16
    Movement 4
    Endurance 14
    Accuracy 15
    Charisma 16
    Psionics 0
    Luck 10
    Structure and Blood Points 296
    Blood Type O+
    Hostility and Motivation 14
    Location:

    Chelle like the other women of her village spends one week a month in the Guard. Theirs is a coal town and the Men are underground digging the Seam. This leaves Women, Children, Old Men, and Men with the black lung to protect the village. The KFS buys the coal and the kerosene is traded with other villages for foodstuffs. Friendly to the KFS but wary of them too.

    The Villagers only knowledge of the Morrow Project is from the KFS, unless a Contact Specialist or a Mail Man has come ahead with new information.

    The KFS grudgingly supplies new made ammo and batteries for this Villages aging National Guard equipment because the coal is vital to them and this village puts out many times the quota that a KFS mine does on a good day.

    Which ever way initial contact with the Team goes the Village will send a Rider to the nearest KFS outpost. If only for the good will and the Bounty for an MP team next time payment is negotiated for coal and coke.

    Chelle will have contacted "Base" via a PRC 70 hooked to massive (40lb) batteries on a cart outside. The batteries are linked to the radio by wire. No longer a "Man Pack" there are no other limits. The batterie are recharged by generators turned by steam engines.

    Bachelors that are healthy and fit are in short supply. Boys start in the mines around 12 then they may die at 25 with a lungful of coal dust. Children are precious and there are so few from the high levels of heavy metals in their parents bloodstreams. A bachelor "taking one for the Team" may indeed save the Team as they will likely be warned of the approaching danger. The KFS will be on the way to investigate a Morrow sighting in at least platoon strength.

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    • #17
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Name:	Militia woman #2.jpg
Views:	1
Size:	134.1 KB
ID:	140986

      Age 28
      Sex Female
      Strength 14
      Constitution 14
      Dexterity 16
      Movement 4
      Endurance 16
      Accuracy 15
      Charisma 18
      Psionics 0
      Luck 15
      Structure and Blood Points 296
      Blood Type O+
      Hostility and Motivation 16
      Location:

      Becky is the sweet and friendly face that makes "Contact" for her groups territory. There are others in the tree line or using camouflaged spider hole to back her up. She assesses travelers and reports back if she feels they are a threat, sick, or to poor to trade with. She can represent a village or a trade network sponsored by the KFS or Boatmen. She is bubbly and talkative but, a PC trained in intelligence gathering will note (successful roll!) she asks a lot of questions that are hard to answer with just yes or no.

      "Wow, what a big group! How where did you go come from"
      "Look at all the new faces! Every body must tell me their names."
      "That machine is huge ! How much alcohol does it burn just getting here"
      "Ooooooooo Radios! Was that you calling us We heard somebody." Lie. That s just to know if your radios work.
      "Oh Patches! I got one too! See this one was Infantry. What does yours mean"

      If you allow, Becky may even be wearing a radio with an open mike. This way her people can here the conversation too. The Team will know if someone is on the vehicles RDF (make them mention it).
      Last edited by ArmySGT.; 08-17-2011, 08:11 PM.

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      • #18
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Name:	Militia woman #3.jpg
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ID:	140987

        Age 22
        Sex Female
        Strength 15
        Constitution 15
        Dexterity 14
        Movement 4
        Endurance 14
        Accuracy 14
        Charisma 16
        Psionics 0
        Luck 12
        Structure and Blood Points 325
        Blood Type O+
        Hostility and Motivation 14
        Location:

        Katy is a guard on a trade wagon. She started as a cook but, killed a Guard that tried to rape her. Her claim to his gear was upheld by witnesses that came to the screaming, his and hers.

        She was made a Driver until the Trade Boss felt she could do the part as a Guard. Learning weapons and skills from the other Guards that get amusement out of their fierce little sister. The Trail Boss was skeptical but Katy can go right into places other women can go. Some villages get really wierd about Men and Women together. So this pair of eyes can be helpful.

        Katy longs to just be a woman again but loves this new job (and the silver) to go back. Feminine items from the trade pack will make her very happy and open to the Team. However Katy is terrified of getting pregnant, this would end her job as a Guard. So she won't engage in sex for fun or trade. This makes her a little sad and lonely. She is saving her silver to buy a home in a good village to get a man and have some children. Therefore she won't help the Team for free, even information costs.

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        • #19
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Name:	k302896_1273814710118.jpg
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ID:	141051

          Age 35
          Sex Male
          Strength 16
          Constitution 16
          Dexterity 16
          Movement 4
          Endurance 15
          Accuracy 18
          Charisma 15
          Psionics 0
          Luck 15
          Structure and Blood Points 356
          Blood Type
          Hostility and Motivation 14
          Location:

          Khan is a 22nd Century Mercenary. He goes by Khan and most of his past employers only know him by that name. Khan thinks of his work as business and really strives to make sure that actions are not personal. His Forte' is Militias or really creating and training one. Some years have been lean and Khan has worked for just his food and shelter for winter. Other times have been good and Khan may have Tech level A equipment. Khan won't take a contract that would jeopardize future jobs; such as being paid to raid a village, he was once paid to protect. This doesn't mean he won't go up against a previous employer. He has both worked for and against some, just not in something that was counter to previous work. He would work for the KFS attacking river pirates and protecting trade boats, but not then take a job to attack those same trade boats. You won't find Khan in the employ of Slavers or Razers as he finds both philosophies repugnant. He enjoys a good military action against the Krell Warriors, and has lost more Troops to these actions. He likes fighting the Krell because all the Krell do is fight. They are worthy adversaries though not noble. Khan has learned a bit about European Chivalry and may apply some of the concepts if it is beneficial to him and his employer.

          Ali Rashid bin Sala Hadin AKA Khan could be followed by a loyal retinue of an Emdee, a cook, and some porters.

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          • #20
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Name:	003.jpg
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ID:	141053

            Age 60
            Sex Male
            Strength 8
            Constitution 12
            Dexterity 12
            Movement 3
            Endurance 8
            Accuracy 8
            Charisma 10
            Psionics 0
            Luck 10
            Structure and Blood Points 196
            Blood Type O+
            Hostility and Motivation 12
            Location:

            Roy, now Old Roy is the Speaker. He greets anyone coming into the village. He took this job years ago after losing an arm and an eye in a farming accident. Slavers don't want him, and cannibals only eat healthy people. Roy is not the Mayor but, can speak for him on trade. Roy has several non-verbal cues to alert the villagers some of whom will be watching.

            Dropping his hat may mean = Bad Trade, The villagers won't bring out much and will feign poverty. This means that Roy doesn't believe the Trader has anything valuable.

            Holding his hat behind his back = Cannibals, the villagers will get ready for a fight.

            Slapping his hat against his left leg = Raiders, the villagers will hide things of value including women and children while preparing for a fight.

            Turned sideways to the road with his arm extended and his hat in hand upside down = Good Trade, Roy thinks these Traders have some things thevillage would value. The villagers will bring out goods to trade.

            Roy will be a source of information for other groups and encounters in the area. He retains alot from speaking with passers through.

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            • #21

              Age
              Sex
              Strength
              Constitution
              Dexterity
              Movement
              Endurance
              Accuracy
              Charisma
              Psionics
              Luck
              Structure and Blood Points
              Blood Type
              Hostility and Motivation
              Location:

              The Greens, whatever their ancestors pre-War names were have been discarded. Everyone isa member of the "Green" family. They trade both locally and in their region for new seed stock, livestock, draft animal farm implements, and wind or water powered machines like water pumps. They do not have any electrical or motor driven equipment. They will even refuse any as a gift. The do trade for copper tubing and sheeting as well as stainless steel. This is used in their "Lab". The Team will not be invited into the lab and will see some member of the Greens come and go..... The lab is a distillery and produces modest amounts of methanol and ethanol. This is used for preserving or making extracts that are traded as perfumes or medicinals. There is another purpose for the "Lab".

              Thier Razers! They use their network of contacts to scout out "polluters, destroyers of nature, and those that would bring the bad times back". The "Lab" produces nitroglycerin and Trinitrotuloene which is traded or given to other "Defenders of Gaia". Some will go on a "Mission" to destroy technologies or to destroy a library in September through December, then April through June. This avoids the worst of winter and their around spring and summer for working the Farm. Normally they do not operate a "Mission" within a days journey of the "Green Farm". However the appearance of a Team with fusion power, radios, and a vehicle may push them to act. A Science team or Ag team would hold the Greens in a endless debate, where as Recon or MARS team member operating in the area would be acted against quickly. They can summon other Razers from outside the region but messages are sent by runner or a rider. Assembling could take two to three weeks. They will not participate in any Project programs that use Industrialized technology.
              Last edited by ArmySGT.; 10-12-2013, 09:10 PM.

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              • #22



                Age 21
                Sex Female
                Strength 12
                Constitution 12
                Dexterity 16
                Movement 4
                Endurance 16
                Accuracy 16
                Charisma 18
                Psionics 0
                Luck 10
                Structure and Blood Points 244
                Blood Type O+
                Hostility and Motivation 10
                Location:

                Jenna says her unit is scouting the area for threats. She will tell you that raiders came to her area from this area. The need to know more about it to keep themselves safe. They are stopping in villages and towns to assess the people and if the raiders were just passing through this territory too. She will be very interested in the Team. How old are they Sleepers, from before "the War" really Nobody is sick, right

                Her equipment is excellent, and in good repair, fairly new in fact. Some items seem like they are from the 1980s, whille others came from WW1. Curiously she wears a dosimeter, a geiger counter, and what looks like a WW1 gas mask.

                If the Team has never met a Breeder, they have now. Jenna is actually on a scouting mission, but her unit is the raiders. They don't have plans to take anyone this trip. The are going to sample the area for contaminants, and take blood samples from villagers. They will drop villagers with a dart gun and a serum that will put them to sleep for 1-2 hours, or use gas grenades the put them down for 1-6 hours.

                Specimens may even get a "shot" of broad spectrum antibiotic, vitamins, and vaccines. Villagers may complain of times they lost consciousness and woke hours later with sore limbs, feeling ill for a few days.

                The Breeders will be back and believe the "Shot" can improve the stock.

                Any village of mutant humans may be killed out right.
                Last edited by ArmySGT.; 10-12-2013, 09:12 PM.

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                • #23


                  Age 17
                  Sex Female
                  Strength 11
                  Constitution 15
                  Dexterity 12
                  Movement 3
                  Endurance 12
                  Accuracy 8
                  Charisma 12
                  Psionics 0
                  Luck 10
                  Structure and Blood Points 261
                  Blood Type O+
                  Hostility and Motivation 13
                  Location: Louisville KFS (up to 20 miles from City)



                  This cheerful teenager is named Carrie Douglas

                  Ms Douglas is a resident of Louisville, in the KFS, and is proud to be a member of the Studebaker Insurance Fire Service (Crew 4-7).

                  She is less proud to be a slave

                  Studebaker Insurance (like most of the KFS "public service" companies) operates a policy of using slaves for unpleasant/dangerous tasks. Public perception of the corporation is mixed. Its rank-and-file slave firefighters are often heroic and are admired for their attempts to be professional. But, the Fire Officers who direct their activities have a well-deserved reputation for using Fire Service capabilities in whatever way benefits the Studebaker family. Many see the "Fire Service" is little more than a Protection racket.

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                  • #24

                    Age 40
                    Sex Male
                    Strength 12
                    Constitution 12
                    Dexterity 12
                    Movement 3
                    Endurance 12
                    Accuracy 10
                    Charisma 15
                    Psionics 0
                    Luck 15
                    Structure and Blood Points 244
                    Blood Type O+
                    Hostility and Motivation 14
                    Location:

                    Joseph the Keeper. He came in years ago with a wagon load of goods and three helpers. The helpers moved on the next year after the shop was set up and running. Leaving Joe by himself.

                    The Villagers all agree that having Joe around has really improved things for them. The Shop is the town market and everyone buys their stuff there or sells their stuff there. Mailmen, Traders, Farmers, Long Hunters, Trappers, witches , all sort pass through now, and did not before. The Villages is far from a "innastade" and was before the Blast.

                    This means Josephs is the Shop for a much wider area as more goods come from far away. People come a long way to Josephs for goods not made locally or are to modern to be made here any more. Joseph even passes along lists of items his customers might want. Sometimes these are written, usually though it is drawn or a picture torn from a pre-war magazine.

                    Joseph is a bachelor living in the third floor of the eight sided block house that is his "Shop" . Customers wait at the counter which is a shed on one side. through the shed is the entrance door to the first floor of the blockhouse. The shed contains items people ask for most that are cheap and disposable to Joseph. Other items stay in the Block house of which the lower floor is the store room. For half down Joseph will get the item from storage, he won't get anything if the patron can't show they can buy it. This goes for tobacco, trade guns, Gun powder, car parts, medicine, etc.

                    Sounds good right Joseph is an Agent for the KFS. He is obviously hispanic and so people wouldn't ordinarily put two and two together. Josephs original mission is to act as a "Live Drop" or relay for messages. Agents of the KFS pass through the village and leave messages to go back to the KFS or receive messages from out of the KFS. According to pre-war records this area was rich in Natural Gas, the KFS would like to control that resource. Joseph began passing information on who was using his shop. This interested his KFS Handlers so they sent some better goods, and other items to Joseph. Joseph is putting gold aside to buy his family back and move them to Texas. A Morrow Team would be worth alot to the KFS.
                    Last edited by ArmySGT.; 10-12-2013, 09:13 PM.

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                    • #25


                      Age 31
                      Sex Female
                      Strength 12
                      Constitution 14
                      Dexterity 12
                      Movement 3
                      Endurance 14
                      Accuracy 12
                      Charisma 14
                      Psionics 0
                      Luck 10
                      Structure and Blood Points
                      Blood Type O+
                      Hostility and Motivation 16
                      Location:

                      Jessica is a sixth generation Medical Practitioner. Her family has been practicing before and after the War. Jessica is adept at sutures, amputations, delivering babies, and transfusing whole blood from a donor. Her medical equipment is a mixture of civilian and military from the U.S. , Canada, Mexico, Cuba, and the Soviet Union. Some of her other items are post War made such as cotton gauze, muslin wraps, and sinew from animals for sutures. Jessica roams from village to village. As an Emdee her status is protect from all but the truly savage. One might need the services of an Emdee themselves and theft, rape, or robbery would go against that. Where she lacks is in Epidemiology and Microbiology. Jessica is well aware of the need to keep things sterile, and to wash equipment . However in treating disease her lack of knowledge frustrates her. Jessice is the decendant of MDs that survived the chaos, and carries within her genes for antibodies to all the biowar weapons. The Morrow Project will need her to synthesize vaccines for Project personnel and victims in areas where the man made plagues linger.
                      Last edited by ArmySGT.; 10-12-2013, 09:14 PM.

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                      • #26
                        Nice

                        These NPCs are still useful in the 4th edition. Not much change needed except on the H&M and changing the stats. All would be welcome to my stable of NPCs.

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                        • #27
                          I have been working on a excel workbook to assist in creating and filing PCs, major NPCs and cannon fodder NPCs for 4th edition. I copy and pasted one NPC into a word document and saved it as a pdf. Here is Scarlet Yohanson, a Republic Movies favorite. 4th Edition stats (I hope.)
                          Attached Files
                          Last edited by RandyT0001; 09-15-2014, 08:04 PM. Reason: Not sayin' :P

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                          • #28
                            Strictly not a NPC but it gives a look at my layout for PC's in the excel workbook. He-he-here is Joh-joh-John Johnson Junior. (You'll understand after you look at it.)
                            Attached Files

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                            • #29
                              Use carefully, build the suspense, arrange a meeting then see what the team does to stop this obdurate person. Guage accordingly.
                              Attached Files
                              Last edited by RandyT0001; 09-22-2014, 09:08 PM.

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                              • #30

                                Age 40
                                Sex Male
                                Strength 12
                                Constitution 12
                                Dexterity 12
                                Movement 3
                                Endurance 12
                                Accuracy 10
                                Charisma 18
                                Psionics 0
                                Luck 15
                                Structure and Blood Points 244
                                Blood Type O+
                                Hostility and Motivation 14
                                Location:
                                Jacobee is a Riverman. He knows the river for 100 miles, every bend, every snag, every sand bar, and a few fishermen's wives.

                                Jacobee has a steam tugboat. Not large but, she is enough to pull a 30 ton barge up stream. The Angeline is Jacobee's income and home and he gets by with only three crewmen to operate her under power. A sounder (tests depth with a lead plumb) , and two coal shovelers.

                                Jacobee drifts with the current traveling down river to conserve coal operating only during day light hours. Travelling downstream the Angeline is behind the barge or log raft using power and an outsized rudder to steer. Travelling upstream the Angeline most often pulls a barge, seldom pushing.

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