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  • Make up an NPC.

    Surf Google Images. Pic a photo and create a TMP npc for other Project Directors to test drive. Seen this done on other boards. Besides it is good to have some NPCs premade on 3x5 cards that you can whip out for a "random encounter". Helps to if you make 5 per encounter group, keeps your game polished and the play flows with out interruption.

    Personally I am going to build them up on Excel spread sheets as the Laptop replaces note books and the PDs screen.
    Last edited by ArmySGT.; 07-11-2011, 10:19 PM.

  • #2
    Insert Photo Here.


    Age:
    Sex:
    (Attributes are 4d6-4 or 5d6 and remove lowest die)
    Strength:
    Constitution:
    Dexterity:
    Movement: (Dex of 0-4=1, 5-8=2, 9-13=3, 14-18=4, 19-20=5.)
    Endurance:
    Accuracy:
    Charisma:
    Psionics:
    Luck:
    Structure and Blood Points: (Strength x Constitution) + 100 = Structure points / Blood points.
    Blood Type:
    Hostility and Motivation:
    Last edited by ArmySGT.; 08-25-2015, 02:12 PM.

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    • #3
      Son, anybody can be ordinary, you got potential.


      Age: 1 July 1962 (26 at freezing in 1988
      Sex: Male
      Strength:15
      Constitution:18
      Dexterity:16
      Movement:4
      Endurance:18
      Accuracy:18
      Charisma:16
      Psionics:1
      Luck:15
      Structure and Blood Points:370
      Blood Type+
      Hostility and Motivation: 16
      Last edited by ArmySGT.; 10-12-2013, 09:04 PM.

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      • #4
        Damn.

        Wrote a nice back story for this NPC. The system logged me out. All I wrote was lost logging back in.

        I will try again later.

        Comment


        • #5
          The logout problem is annoying. I have upped the dormant time to 30 minutes to mitigate (but not remove the issue). However if you do click "Remember me" when you log in I believe the problem goes away.

          Comment


          • #6


            Liu Jones

            Age: 44
            Sex:M
            Strength: 13
            Constitution: 16
            Dexterity: 10
            Movement: 10
            Endurance: 14
            Accuracy: 12
            Charisma: 13
            Psionics: 8
            Luck: 17
            Structure and Blood Points:
            Blood Type: 0 negative
            Hostility and Motivation: (see below)
            Location: Stuttgart, Arkansas - but could be anywhere near the Mississippi River

            Mister Jones is a Farmer and a former River Trader. He's a lot more widely-travelled than most people in his community and obvious strangers will be advised to visit his establishment. Personnel from Morrow Project will be told the information in "What everybody knows"


            What everybody knows:
            Mister Liu Jones is a prosperous farmer and distiller (he makes wine & vodka). When he was young & foolish, he was a River Trader and sometimes stayed away for months, or even years, but he returned to the family farm about 15 years ago. He grows potatoes, a little rice and rears ducks. He has land in the hills near Stuttgart, Arkansas - and sometimes acts as a hunting guide for rich merchants from the Kentucky Free State (old friends from his River Trade days).

            The community values & appreciates Mister Jones. Goods from the KFS are relatively cheap and plentiful thanks to his contacts & mercantile abilities

            He owns some books and some technology: a generator, a chain saw, and a HiFi system (including a radio tuner). Every Saturday night, Mister Jones hosts "radio club" , a time for the local community to relax, buy some of his wine, listen to the radio and gossip.

            What some people know:

            Mister Jones is a bookie. He takes bets on local and KFS sporting events. He's very fair and - if betters lose - he gives them a LOT of time to pay up. However, if they don't pay him within a year, he bans them from the radio sessions until they pay their debts

            What very few people know:
            Mister Jones is an asset of the KFS Secret Police: a "River Watcher". He operates a powerful transmitter/receiver and provides reports on matters that are likely to be interesting to his "handlers". This is usually mundane (but important) data on matters such as: merchants travelling to the KFS, local weather conditions (the KFS Air Force appreciates this information), bandit/slaver activity, and so on.

            From the viewpoint of the Secret Police, Jones is a good asset. His fees are low (a little gold, some electronics, a few cheap deals) and his information is often useful. He also provides good hospitality and has helped numerous SP agents get acclimatized to life outside Civilization.

            What nobody knows:
            Mister Jones doesn't like the KFS; he thinks they're greedy and despises their refusal to sell/export technology. BUT his merchant's pride mean that he is always accurate with the information that they pay for (he also suspects that his reports are cross-checked with those from other "River Watchers"). However, he has taken the precaution of keeping notes on all the agents that he has met - and some of them have been indiscreet after a few glasses of his rice wine. He has heard of the Morrow Project and knows that KFS propaganda is not entirely accurate. If he could learn to trust the Morrow Project... he might be able to help
            Last edited by Matt W; 07-08-2011, 07:38 AM.

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            • #7


              Age:32
              Sex: Female
              Strength:12
              Constitution:14
              Dexterity:10
              Movement:3
              Endurance:16
              Accuracy:8
              Charisma:14
              Psionics:2
              Luck:15
              Structure and Blood Points:268
              Blood Type:O+
              Hostility and Motivation: 10

              Madelyn Waltrip is going to make this land pay. Her Grand parents, and her Parents are buried here. Previously only able to grow enough so not everyone starved. She is angry and likely not to want to have to do anything with out siders. This plow is new from the KFS, she knows it means things will get better but, damn trading 10 good dairy cows, and the five silver coins was a steep trade. Maddy thinks she can plow and plannt an acre a day with the help of her younger family members. Increased plantings and greater acreage will get in enough grains and vegetables to get them through to next season;and with some grain to trade. Getting it set up, knowing how to use it; and control the draft horse will have her in a red hot anger if the Team makes contact.

              Win or Lose. If anyone cracks a joke or makes fun of her effort then Maddy will plainly hate them and will with hold help or information. If a team member helps with the draft horse while Maddy is struggling to set the plow and make furrows she will appreciate the effort. To really get her help the Team needs to teach her how to use the plow properly something the KFS Traders didn't know how to do. This is her only concern besides the weather.

              Madelyn Waltrips family has been in the area since the War, her Great Grand Parents were refugees. Her Great Grand Parents had been Gardners not Farmers, but the skill to coax food up kept them alive, and allowed for a future. It has been tough with picks and shovels. Standing guard against marauders and wildlife, with bitter tears when standing guard wasn't enough.

              Her and her Family are perfect for the Projects intentions, if only she was more agreeable.
              Last edited by ArmySGT.; 10-12-2013, 09:05 PM.

              Comment


              • #8


                Age: 45
                Sex: Male
                Strength: 16
                Constitution: 16
                Dexterity: 10
                Movement: 3
                Endurance: 12
                Accuracy: 8
                Charisma: 16
                Psionics: 0
                Luck: 16
                Structure and Blood Points: 356
                Blood Type: O+
                Hostility and Motivation: 17

                Jacob Stiles is a Trader. Spending Winters in Texas and North to the Dakotas in the Summer in one long circuit. Jacob would rather not fight and will carry on like guns aren't pointed at him.

                Early on in Jacobs second trip to the Dakotas, he was surprised by an Amerind war band. Surrounded by 20 braves in paint, with weapons; Jacob tied off the reins for his team, and climbed down from his wagon.
                Jacob smiled big and in a booming voice declared "You Men, look like your ready to trade!". The younger Braves were astonished when Jacob set up a table quickly and set out boxes of items to trade. Last items on the table was a bottle of good KFS Bourbon and two shot glasses.

                The Warband Leader agreed this looked like a better idea then chasing their enemies that had a six hour head start any way. The War Band Leader unrolled a blanket and Jacob sat with him. Talk in the shade of the wagon lasted two hours while Jacob told of events south and the War Band Leader exchanged news for the surrounding area. One young hot head wanted none of this.

                Badger Walks wanted to kill the Trader and chase down their enemies. Those enemies had taken three of Badger Walks horses. Horses that the young many needed to trade for the young woman he wanted to marry.

                Jacob wanted to live so he made a Trade. "What do women want with horses Nuthin."
                "I can't trade with the winds and the grass but, I need an introduction into your People."
                "Be my introduction and I will pay you well enough to buy the girl."
                Jacob laid out a belt with tooled silver disks, a pair of tooled silver hair clasps, and a hand mirror. Thinking on it Jacob added a pint jar filled with various buttons and beads.
                "Better than horses and her Mother be pleased with you, and that goes far."

                The War Band Leader showed no outward sign but,he was pleased with the Trade, and liked nothing better than to turn back to camp with this Trader. Badgerwalks forgot all about the horses, the other tribes warriors, thinking only of the bride he was sure to win.

                Jacob lived and gained a lifelong customer in Badgerwalks. The medicines, steel tools, kerosene, cast iron cook ware, and jewelery from Texas trades well for the gold nuggets, bison hides, and bits of recovered technology from the Dakotas. KFS tobacco in tins is so well received, Jacob is able to travel in fact to Tribes hostile to each other.
                Last edited by ArmySGT.; 10-12-2013, 09:05 PM.

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                • #9



                  Age:50
                  Sex: Male
                  Strength:13
                  Constitution: 13
                  Dexterity: 15
                  Movement: 4
                  Endurance:12
                  Accuracy:12
                  Charisma:12
                  Psionics:0
                  Luck:10
                  Structure and Blood Points:269
                  Blood Type: O+
                  Hostility and Motivation: 12

                  Roy Delahey is a Cowboy. The recreation of the myth as fact. Roy may be found in a cattle drive, moving another Ranchers cattle to other pastures, or to market. Roy spends all but the coldest months on the trail. Roy is well versed on local flora and fauna; and what needs to be done so to make them edible. He will be an asset to a group that is low on rations, if they can convince him to help them or can buy that help.

                  What won't be obvious. Roy is a Special Forces Weapons Sergeant. Roy's Team came out of cryo sleep fifteen years ago. They scouted around and could make no contact with National Command Authority. Not one so called "President" had the correct authentication codes. The Team made a go of it establishing a viable community taking in strays, and dispatching criminals. Roy traded for the right gear and one morning rode away leaving all traces of his past behind. Roy has no tattoos, rings, or even dog tags to give away his past. His only slip will be that he has far to much knowledge about weapons and military acronyms for a cowboy.
                  Last edited by ArmySGT.; 10-12-2013, 09:06 PM.

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                  • #10


                    George Hall
                    Age: 62
                    Sex: Male
                    Strength: 10
                    Constitution:12
                    Dexterity:8
                    Movement:10
                    Endurance: 15
                    Accuracy: 8
                    Charisma: 10
                    Psionics: 0
                    Luck: 15
                    Structure and Blood Points:220
                    Blood Type: O+
                    Hostility and Motivation: 16

                    Regina (Gina) Hall
                    Age: 60
                    Sex:Female
                    Strength: 8
                    Constitution:12
                    Dexterity: 10
                    Movement: 10
                    Endurance: 15
                    Accuracy: 8
                    Charisma: 15
                    Psionics:0
                    Luck: 15
                    Structure and Blood Points: 196
                    Blood Type:O+
                    Hostility and Motivation: 16

                    The Halls are nice. They have a small homestead that produces enough food (tough,this is getting harder as they get older) and enough potatoes and turnips to make a passable vodka for trade.

                    They live in a small stockade fort that has been built and maintained by previous generations of Hall family members going back to the War. Inside the stockade is their cabin; a 20x20 two story affair heated by a wood cook stove. A barn that holds their small wagon, implements and a single donkey with feed in the loft above. There is a small 10x10 building with a copper pot still and tubs to boil implements in. An out house and a plot of garden herbs complete the small enclosed space. Across the road is 5 single story cabins with a central stone hearth and bunks for four persons. A hand dug well at one end of the cabins and a outhouse at the other is where seasonal crop pickers stay to help with the root crop harvest. The help is usually paid in three meals a day, a cabin, and vodka. They usually leave with sachets of Ginas herbs to use or trade (cooking herbs) as well. Meat is provided by snares that kill the herbivores that get into the fields; stews made with opossum, woodchuck, rabbit, and skunk with root vegetables is common fare here. Traders will stop sometimes to trade for Georges vodka or a meal from Gina (sweet potato pie!).

                    There is a small boy with the Halls and the only other occupant. He is afraid and will hide from the Team or will stay tight against Gina. George found him in the fields one morning; shoeless, in ragged home spuns, trying to eat a raw unwashed turnip. George scooped up the boy, who was to weak and could not run on bruised feet; and brought him back to the house. The Halls know nothing about the boy but, his name as the child doesn't speak English. If a Team Member should speak Russian, he will learn that Yuri escaped his villages destruction by jumping into the river and swimming with the current for miles and miles. That's all the boy knows.
                    Last edited by ArmySGT.; 10-12-2013, 09:08 PM.

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                    • #11


                      Age: 50
                      Sex: Male
                      Strength: 18
                      Constitution: 15
                      Dexterity: 16
                      Movement: 16
                      Endurance: 16
                      Accuracy: 15
                      Charisma: 12
                      Psionics: 20
                      Luck:15
                      Structure and Blood Points: 370
                      Blood Type: O+
                      Hostility and Motivation: 12

                      Andrew Horstahl is a ranch hand and will be found leading a cattle drive or protecting a rich ranchers herds. He is well respected by the Rancher and the herders. In fact fierce bidding wars have broken out for Andy and his skills at the end of a cattle drive. Andy is a Level Five Telepath and can communicate over any distance with anyone he knows.
                      A cattle baron will know the status of his herd and can respond to their needs through Andy. The Agents at the end can be notified of delays or events along the trail. Andy is paid more than any Trail Boss and not begrudged one ounce of silver for it.

                      If an encounter with the Team occurs badly, know that a description can get out over hundreds of miles.

                      Instantly.
                      Last edited by ArmySGT.; 10-12-2013, 09:09 PM.

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                      • #12



                        Age:35 / 36
                        Sex:Male
                        Strength: 14/15
                        Constitution:12 / 12
                        Dexterity: 12 /12
                        Movement: 12 / 12
                        Endurance: 12/ 12
                        Accuracy: 16 / 16
                        Charisma: 14/14
                        Psionics:0/0
                        Luck:0 / 0
                        Structure and Blood Points:
                        Blood Type: O+
                        Hostility and Motivation: 14

                        Badges You wanna see some Badges We are the Badges.........

                        Descendants of Deputy Sherrifs. Harold and Marvin Johnson (Harry and Marry if they like you). They mean well but, their understanding of Law is flawed, and leans toward retribution.

                        They roam their territory punishing evil doers and exacting fines. While at the core of their belief a "crime" is wrong and minor "crimes" are bad; the Team may need to "refine" the understanding of Law to these Gentlemen that cannot sign their own names.
                        Last edited by ArmySGT.; 10-12-2013, 09:09 PM.

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                        • #13
                          Click image for larger version

Name:	k301445_innawoods.jpg
Views:	1
Size:	144.5 KB
ID:	140979

                          Age:18
                          Sex: Female
                          Strength: 12
                          Constitution:12
                          Dexterity:16
                          Movement:16
                          Endurance:16
                          Accuracy:14
                          Charisma:18
                          Psionics:0
                          Luck:10
                          Structure and Blood Points:
                          Blood Type: O Pos
                          Hostility and Motivation: 16

                          Emma is a sweeper. She leaves her communal farming village in the pre-dawn darkness making sweeps of the area for dangers to her village. This is usually a large clover leaf pattern going north for two miles and then walking west with the sun at her back until looping in to return from the west. Then east for 2 miles and looping around to come in from the south. Then North then East, then South then West. Sometimes in bad weather she only goes out a mile, and in great weather may be up to five miles from her village.

                          Emma meets Travelers on her own terms usually hiding and observing. She knows the area around her village by heart within a five mile radius. She will direct Traders to an area outside her village to meet for trade such as an old gas station, or road intersection.

                          Emma is literate and a talented sketch artist making her a valuable scout. Emma dreams of "Uni" and more books.

                          Emma has a Cache of items hidden in clay pots buried on her sweep. If the Team contact goes well they may have gained a "local guide".

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                          • #14
                            Click image for larger version

Name:	Maurader #1.jpg
Views:	1
Size:	151.2 KB
ID:	140980

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

                            Joe Dean is ............. a lot of things and none are good. He seems the smiling and friendly sort. Thats just to get up close and see if what you have is worth murdering you for.

                            Joe Dean is a Highway man, and gets along by killing Travelers for their goods. Sometimes Joe Dean will kill before even knowing what they have, just because looking is too much trouble.

                            Joe Dean is not a skilled robber as brute force and bravado has gotten him this far. He may well attempt to waylay a Team, as he is ignorant of Armored cars. Joe Dean has often just stepped from concealment and pointed a weapon at a Traveler demanding their goods. Once the victim opens up their bags and give him their goods, Joe Dean will kill them anyway.

                            Joe Dean is sociopathic, not psychopathic. While killing does not thrill him (though the situation can be exciting if there is resistance); Joe Dean kills for the sheer pragmatic reason as he doesn't want witnesses. He does not feel compassion for others, thinking only of himself always.

                            Joe Dean is careful not to trade items to villages near his work. One trade were the village recognized a Traders mark nearly go him hung. Several Villagers died that day as Joe Dean shot his way out.

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                            • #15
                              Click image for larger version

Name:	Militia Man #1.jpg
Views:	1
Size:	95.7 KB
ID:	140984

                              Age 35
                              Sex Male
                              Strength 16
                              Constitution 16
                              Dexterity 14
                              Movement 4
                              Endurance 18
                              Accuracy 18
                              Charisma 12
                              Psionics 0
                              Luck 10
                              Structure and Blood Points 356
                              Blood Type O+
                              Hostility and Motivation 10
                              Location:


                              Nigel has been Miltia since he was 14 start out as a Runner. Now he is a Sergeant with a Squad. Aggressively Patrolling their territory for bandits, other Towns Militias (same thing!), and maybe to direct Trade away from rival towns to their own. He is an expert on the terrain for the county his town resides in. If pursued by the Team he will take his squad into terrain impassable to vehicles to split up and reduce his pursuers. He will seriously covet the new equipment worn by the Team; as his and the Squad he leads, has a mishmash of 150 year old uniform items all likely surplus at some point.

                              It is any high tech equipment that may cause Neil to switch from friend to foe. The Teams personal radios and especially night vision would make him a very important man in his town, maybe into an Officer. Nigel is fiercely loyal to his town but, not to any higher political unit. As he is Militia, he will be friendly to MARS and Recon teams for he respects their skills. Nigel will be in awe of them, if beaten in a fight. However he will be deferential to Science Teams. They make the powder and explosives for fighting and the chlorine that makes water safe. Scientists make things and this is how his town is strong.

                              His town keeps others in check by firepower as they can manufacture mercury fulminate for primers. Make a reliable smokeless powder (10% dud rate), and have a bullet swaging system making new bullets from lead coil and thin walled copper tubing. The squads can be counted on to have many full magazines.

                              The squad is nine and will break up into three man teams fighting in a coordinated manner as long as in earshot.

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