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Post-Apocalypse NPCs


Burrito Boy

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Reading Post-Apocalyptic Hero has motivated me to finally work on converting things from the other post-apocalypse RPGs I have. I was going to start with 1st Edition Gamma World mutations but most of them are just talents and regular powers in Hero. For example, Directional Sense is Bump of Direction and Infravision is Infravision. Plus, Steve covered a lot of the others in PAH. That doesn't leave much to convert and the rest would just be listing what talent or power to use and page numbers for certain mutations in PAH. So I skipped to The World of Tank Girl. I know, I know, the movie was terrible. But I liked it anyway because I'm a post-apocalypse junkie. Which is why I bought the game. [i was going to make some comments on the system and how I converted things but I actually finished a few conversions and got so excited that I decided to post right away.]

 

Toward the beginning of the book are NPC templates and toward the back are sample characters. I'll be posting a few at a time as I finish them but here's the complete list of what I'm working on: Cultist, Cult Leader (My modification of the Cultist.), Wasteland Mutant, Wasteland Raider/Slaver/Bandit, Punk Rocker, Pizza Delivery Boy, Slightly Cracked Inventor, Biker, Government Scientist, Waste Trader, Soldier Of Fortune, Ace Mechanic, and Independent Truck Driver.

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Re: Post-Apocalypse NPCs

 

Cultist

 

 

Val Char Cost

14 STR 4

14 DEX 12

15 CON 10

9 BODY -2

13 INT 3

15 EGO 10

13 PRE 3

10 COM 0

 

5 PD 2

5 ED 2

3 SPD 6

6 REC 0

34 END 2

29 STUN 5

 

6" RUN 0

2" SWIM 0

2 1/2" LEAP 0

Characteristics Cost: 57

 

 

 

Cost Skill

0 Acting 8-

3 Breakfall 12-

3 Bribery 12-

0 Climbing 8-

3 Combat Driving 12-

3 Concealment: Scavenging 12-

0 Conversation 8-

1 Deduction 8-

1 Disguise 8-

2 KS: Cult Rituals 11-

2 AK: Wasteland 11-

0 Language: English (idiomatic) (4 Active Points)

1 Lockpicking 8-

1 Paramedics 8-

3 Persuasion 12-

2 PS: Cultist 11-

3 Riding 12-

0 Shadowing 8-

3 +1 Interrogation, Persuasion, Seduction

3 Stealth 12-

2 Survival (Desert) 12-

0 TF: Equines, Small Motorized Ground Vehicles

7 WF: Common Melee Weapons, Common Missile Weapons, Small Arms, Homemade Weapons [Notes: Or Change Homemade Weapon To One Uncommon Melee Or Uncommon Missile Weapon]

Skills Cost: 43

 

 

 

Total Character Cost: 100

 

Pts. Disadvantage

5 Distinctive Features: Robes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Hunted: Cult Leader 14- (Mo Pow, NCI, Limited Geographical Area, Watching)

10 Debt: Destitute [Notes: Must Donate All Money To The Cult]

15 Psychological Limitation: Fanatic (Common, Strong)

5 Rivalry: Professional (Other Cults; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

 

Disadvantage Points: 50

Base Points: 50

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

Notes: Obviously, there are all kinds of cults. Some might be crusaders who force their beliefs on others. Some might be peaceful, not even knowing how to fight or use weapons. A cult like Those Who Have Experienced Hendrix probably wouldn't go around hurting people. If they did, though, they'd probably bash people with guitars and set things on fire. In which case you'll need this:

 

Guitar: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (-2 OCV; -1/2), Real Weapon (-1/4), STR Minimum 5 (-1/4)

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Re: Post-Apocalypse NPCs

 

Cult Leader

 

 

Val Char Cost

15 STR 5

14 DEX 12

15 CON 10

10 BODY 0

15 INT 5

18 EGO 16

18 PRE 8

10 COM 0

 

5 PD 2

5 ED 2

3 SPD 6

6 REC 0

34 END 2

31 STUN 5

 

6" RUN 0

2" SWIM 0

3" LEAP 0

Characteristics Cost: 73

 

 

 

Cost Skill

3 Acting 13-

3 Breakfall 12-

3 Bribery 13-

3 Bureaucratics 13-

0 Climbing 8-

3 Combat Driving 12-

3 Concealment: Scavenging 12-

3 Conversation 13-

3 Deduction 12-

1 Disguise 8-

3 High Society 13-

3 Interrogation 13-

2 KS: Cult Rituals 11-

2 AK: Wasteland 11-

0 Language: English (idiomatic) (4 Active Points)

5 Oratory 14-

1 Paramedics 8-

3 Persuasion 13-

3 PS: Cult Leader 13-

3 Riding 12-

3 Seduction 13-

0 Shadowing 8-

6 +2 Acting, Conversation, Oratory

6 +2 Interrogation, Persuasion, Seduction

3 Stealth 12-

2 Survival (Desert) 12-

0 TF: Equines, Small Motorized Ground Vehicles

7 WF: Common Melee Weapons, Common Missile Weapons, Small Arms, Homemade Weapons [Notes: Or Replace Homemade Weapons With Any One Uncommon Melee Or Uncommon Missile WF]

Skills Cost: 77

 

 

 

Total Character Cost: 150

 

Pts. Disadvantage

15 Dependence: Worship Incompetence: -1 to Skill Rolls and related rolls per time increment (Very Common, Addiction)

5 Distinctive Features: Robes (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Hunted: Other Cults 8- (As Pow, NCI, Limited Geographical Area, Harshly Punish)

5 Money: Poor [Notes: Must Use Donations To Support The Cult]

15 Psychological Limitation: Fanatic (Common, Strong)

20 Psychological Limitation: Delusions Of Grandeur (Very Common, Strong)

5 Rivalry: Professional (Other Cults; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

 

Disadvantage Points: 75

Base Points: 75

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

 

Notes: I've left out the Followers perk and the Dependent NPCs disadvantage since each cult will have a different number of members.

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Re: Post-Apocalypse NPCs

 

Wasteland Mutant

 

 

Val Char Cost

16 STR 6

15 DEX 15

16 CON 12

11 BODY 2

13 INT 3

14 EGO 8

13 PRE 3

10 COM 0

6 PD 3

6 ED 3

3 SPD 5

6 REC 0

37 END 3

34 STUN 7

6" RUN 0

2" SWIM 0

3" LEAP 0

Characteristics Cost: 70

 

Cost Power

3 +1 PER with all Sense Groups

Powers Cost: 3

 

Cost Skill

0 Acting 8-

3 Breakfall 12-

3 Climbing 12-

3 Combat Driving 12-

8 +1 with All Combat

3 Concealment: Scavenging 12-

0 Conversation 8-

0 Deduction 8-

2 KS: Own Profession 11-

2 KS: The Wasteland 11-

2 AK: The Wasteland 11-

0 Language: English (idiomatic) (4 Active Points)

0 Paramedics 8-

0 Persuasion 8-

2 PS: Own Profession 11-

3 Riding 12-

0 Shadowing 8-

9 +3 Interrogation, Persuasion, Seduction

6 +2 Acting, Conversation, Persuasion

0 Stealth 8-

1 Streetwise 8-

2 Survival (Desert) 12-

3 Tracking 12-

0 TF: Equines, Small Motorized Ground Vehicles

6 WF: Common Melee Weapons, Common Missile Weapons, Small Arms

Skills Cost: 58

 

Total Character Cost: 131

Pts. Disadvantage

10 Distinctive Features: Mutant (Concealable With Effort; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

Disadvantage Points: 10

Base Points: 75

Experience Required: 46

Total Experience Available: 0

Experience Unspent: 0

 

 

Notes: Tank Girl describes mutants as "half-animal humanoid creatures" but adds that "Other tales speak of strange tentacled beasts with large bulging eyes looking more like blobs than Earth creatures." I'm assuming this template is for the humanoid animals because I don't see how a blob would learn how to use weapons or drive a car. Who would teach it? The book doesn't say. It doesn't list any mutations either, leaving it up to the GM to choose on a mutant by mutant basis. To make sure there were points available for mutations, I left out a few of the less important skills from the Tank Girl game. You can find mutations on pages 112-128 of Post-Apocalyptic Hero. Or, since this is Hero, you can give them any power you want and call it a mutation. :D

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Re: Post-Apocalypse NPCs

 

Wasteland Raider/Slaver/Bandit

 

 

Val Char Cost

15 STR 5

15 DEX 15

15 CON 10

10 BODY 0

13 INT 3

14 EGO 8

13 PRE 3

10 COM 0

5 PD 2

5 ED 2

3 SPD 5

6 REC 0

30 END 0

30 STUN 4

6" RUN 0

2" SWIM 0

3" LEAP 0

Characteristics Cost: 57

Cost Power

3 +1 PER with all Sense Groups

Powers Cost: 3

 

Cost Skill

8 +1 with All Combat

3 +1 Acting, Conversation, Persuasion

3 AK: The Wasteland 12-

0 Acting 8-

3 Breakfall 12-

3 Bribery 12-

0 Climbing 8-

3 Combat Driving 12-

3 Concealment: Scavenging 12-

3 Conversation 12-

0 Deduction 8-

3 Fast Draw 12-

4 Gambling (Card Games, Dice Games) 12-

3 Interrogation 12-

2 KS: Raiding/Slaving/Banditry 11-

3 KS: The Wasteland 12-

0 Language: English (idiomatic) (4 Active Points)

3 Lockpicking 12-

3 PS: Raider/Slaver/Bandit 12-

1 Paramedics 8-

3 Persuasion 12-

3 Riding 12-

3 Security Systems 12-

3 Seduction 12-

3 Shadowing 12-

3 Stealth 12-

3 Streetwise 12-

2 Survival (Desert) 12-

0 TF: Equines, Small Motorized Ground Vehicles

3 Tactics 12-

3 Tracking 12-

3 Trading 12-

7 WF: Common Melee Weapons, Common Missile Weapons, Small Arms, Homemade Weapons

Skills Cost: 90

 

Total Character Cost: 150

Pts. Disadvantage

5 Debt: Poor

20 Hunted: Local Law Enforcement 11- (Mo Pow; NCI; Limited Geographical Area; Capture)

15 Psychological Limitation: Sadistic (Common; Strong)

10 Reputation: Raider/Slaver/Bandit, 11- (Extreme; Known Only To A Small Group)

10 Rivalry: Professional (Other Raiders/Slavers/Bandits; Rival is As Powerful; Seek to Harm or Kill Rival; Rival Aware of Rivalry)

15 Social Limitation: Hatred Of Mutants (Frequently; Major)

Disadvantage Points: 75

Base Points: 75

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Post-Apocalypse NPCs

 

"Other tales speak of strange tentacled beasts with large bulging eyes looking more like blobs than Earth creatures." :D

 

 

I don't think it is fair that you mention this creature without building it. I say you stop what you are doing and write it up. Who's with me?

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Re: Post-Apocalypse NPCs

 

I'm confused. Do they worship incompetent people? Or what?

 

:rofl:It sure looks that way, doesn't it. :o

 

 

No, the cult leader is dependent on the worship of his followers. If they lose faith in him or stop worshiping him for any reason, he goes nuts.

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Re: Post-Apocalypse NPCs

 

Someone's going to use something I built? (Well, converted.) :celebrate

 

I guess that means I did something right. I actually stripped out a few skills that didn't seem appropriate for the characters and substituted them with others. (I was worried I might have gone overboard with the Wasteland Raider.) And the four I've posted so far didn't have any Advantages and Compensations (what Perks/Talents/Powers and Limitations are called in Tank Girl) so I just added whatever I thought fit. The rest are all sample characters so most of those things will be from the book but I'm sure I'll have to add at least a few things. And I guess I better get to work now that someone has showed some interest. :D

 

By the way, thanks for that link. That's exactly the kind of thing I was going to do. Or wanted to. And now it's all right there! I really can't thank you enough for that. :hail:

 

I can already tell I'll be spending days going through all that stuff. :thumbup:

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  • 2 weeks later...

Re: Post-Apocalypse NPCs

 

:rofl:It sure looks that way, doesn't it. :o

 

 

No, the cult leader is dependent on the worship of his followers. If they lose faith in him or stop worshiping him for any reason, he goes nuts.

 

Sorry, I still not getting it. Why "Worship Incompetence"? What turns -1 to rolls into going insane?

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Re: Post-Apocalypse NPCs

 

Sorry' date=' I still not getting it. Why "Worship Incompetence"? What turns -1 to rolls into going insane?[/quote']

 

If he doesn't get the worship of his followers, he suffers Incompetence, meaning he gets a -1 on his skill rolls, characteristic rolls, attack rolls, etc. Worship is what he's dependent on, Incompetence is what he suffers from when he doesn't get that.

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  • 2 weeks later...
  • 5 months later...

Re: Post-Apocalypse NPCs

 

I was looking these over the other day - because I'm a narcissist - and realized I left the SPD of the Wasteland Mutant and Wasteland Raider at 2. :o

 

I'll have to figure out what to remove so I can afford to raise the SPD. :help:

 

I've fixed the SPD of the Wasteland Mutant and posted the new writeup. I've also fixed the SPD of the Wasteland Raider and put his BODY back at 10 - I really shouldn't be so literal when converting - but haven't posted the altered version because I'm not sure where to cut the seven extra points from.

 

Edit: Found it. I removed one of his CSLs and used the extra point that gave me to make PS: Raider an INT based skill.

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Re: Post-Apocalypse NPCs

 

This heavily-modified vehicle is the sort of thing one can only find in certain post-apocalyptic settings. The ones where radiation and the wreaked ecosystems haven't doomed everyone to a slow, painful death.

Is there any other kind?

I mean, sure, some fictional apocalypses are the depressing kind where everyone dies, but they're not really post-apocalyptic stories. Post-apocalypses don't really mix with a central point like "nuclear war would end the world." Ends don't have afters.

Post-apocalypses are so hopeful that they're practically romantic comedies. Are you stuck in a boring or unfulfilling life? It's everyone else's fault but yours. When the world ends, all your problems will melt away. Sure, global catastrophe will suck for everyone else, but as far the survivor (and that's you!) is concerned, it means getting the girl, post-apocalyptic combat car, or both. (Some girls are even sexier than post-apocalyptic combat cars, and that's pretty darn sexy. On the other hand, no-one ever says to himself, "I'd totally drive that post-apocalyptic combat car, but what if it rejects me?")

So definitely a point in favour of cars with anti tank guns on their hoods.

Though I would be surprised if that thing steers very well.

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Re: Post-Apocalypse NPCs

 

Independent Truck Driver

 

 

Val Char Cost

15 STR 5

16 DEX 18

16 CON 12

11 BODY 2

14 INT 4

14 EGO 8

13 PRE 3

10 COM 0

6 PD 3

6 ED 3

3 SPD 4

6 REC 0

38 END 3

33 STUN 6

6" RUN 0

2" SWIM 0

3" LEAP 0

Characteristics Cost: 71

 

Cost Power

10 Luck 2d6

Powers Cost: 10

 

Cost Skill

5 +1 with HTH Combat

3 +1 Pistols

3 +1 Rifles

3 AK: Campaign Area 12-

3 Breakfall 12-

9 Combat Driving 15-

2 KS: Big Rigs 11-

1 Mechanics 8-

2 Navigation (Land) 12-

3 PS: Trucker 12-

3 Persuasion 12-

1 Paramedics 8-

3 Scavenging: Concealment 12-

3 Streetwise 12-

2 TF: Common Motorized Ground Vehicles

2 WF: Small Arms

Skills Cost: 48

 

Cost Perk

2 Contact: Other truckers who make the Pacific Desert run 11-

1 Reputation (A small to medium sized group) 8-, +1/+1d6

18 Vehicle: 18-wheeler (The Ultimate Vehicle pg. 47)

Perks Cost: 21

 

Total Character Cost: 150

 

Pts. Disadvantage

5 Debt: Poor

5 Distinctive Features: Constantly chews tobacco (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Hunted: Local Bandit 11- (As Pow; Limited Geographical Area; Harshly Punish)

10 Enraged: When in combat (Uncommon), go 8-, recover 11-

15 Psychological Limitation: Loves To Fight (Common; Strong)

5 Rivalry: Professional (Another Trucker; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

10 Social Limitation: Employed (Frequently; Minor)

15 Unluck: 3d6

Disadvantage Points: 75

 

Base Points: 75

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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