Jump to content

Please Review NPC


JmOz

Recommended Posts

This character is an NPC Mentor type hero, worried he is to OP

 

 

VAL    CHA    Cost    Roll    Notes
10    STR    0    11-    HTH Damage 2d6  END [1]
23    DEX    26    14-
10    CON    0    11-
23    INT    13    14-    PER Roll 14-
18    EGO    8    13-
20    PRE    10    13-    PRE Attack: 4d6
6    OCV    15
6    DCV    15
3    OMCV    0
3    DMCV    0
4    SPD    20    Phases:  3, 6, 9, 12
5    PD    3    5 PD (0 rPD)
5    ED    3    5 ED (0 rED)
5    REC    1
25    END    1
10    BODY    0    
30    STUN    5

 

Movement    Cost    Meters    Notes
RUNNING    -4    8m/16m    END [1]
SWIMMING    0    4m/8m    END [1]
LEAPING    0    4m    4m forward, 2m upward

Characteristics Total: 116

 

Cost    Powers
60    Variable Power Pool, 40 base + 30 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) (85 Active Points); Maximum of 15 Real Points (-1/2), Armory Based (-1/4), Only Found Ultra Tech (-1/4), Kit  Based (-1/4) - END=

Powers Total: 60

 

Cost    Martial Arts
5    Defensive Block:  1/2 Phase, +1 OCV, +3 DCV, Block, Abort
5    Defensive Strike:  1/2 Phase, +1 OCV, +3 DCV, 6d6 Strike
5    Far Shot:  1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike +4 DC
5    Flying Dodge:  1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
3    Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls
4    Martial Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm
4    Martial Escape:  1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs
3    Martial Grab:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on
4    Martial Strike:  1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike
3    Martial Throw:  1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/10, Target Falls
5    Offensive Strike:  1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
4    Quick Shot:  1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +6 DC
4    Ranged Disarm:  1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +7 DC to Disarm
12    Weapon Element:  Blades, Boomerangs and Throwing Clubs, Bows, Clubs, Crossbows, Empty Hand, Fist-Loads, Handguns, Karate Weapons, Ninja Weapons, Sling, Thrown Grenades, Thrown Knives, Axes, and Darts
16    +4 Ranged Damage Class(es)
16    +4 HTH Damage Class(es)

Martial Arts Total: 98

 

Cost    Skills
48    +4 Overall
20    +4 with a large group of attacks
3    Acrobatics 14-
3    Acting 13-
3    Animal Handler 13-
3    Breakfall 14-
3    Bribery 13-
3    Bugging 14-
3    Bureaucratics 13-
3    Charm 13-
3    Climbing 14-
3    Combat Driving 14-
3    Combat Piloting 14-
3    Computer Programming 14-
3    Concealment 14-
3    Contortionist 14-
3    Conversation 13-
3    Criminology 14-
3    Cryptography 14-
5    Deduction 15-
10    Defense Maneuver I-IV 
3    Demolitions 14-
3    Disguise 14-
3    Electronics 14-
3    Forensic Medicine 14-
3    Forgery 14-
3    Gambling 14-
3    High Society 13-
3    Interrogation 13-
3    Inventor 14-
3    Linguist
3    1)  Language:  English (idiomatic) (4 Active Points)
3    Lipreading 14-
3    Lockpicking 14-
3    Mimicry 14-
3    Oratory 13-
2    PS 11-
3    PS: Finance 14-
1    Paramedics 8-
1    Persuasion 8-
3    Riding 14-
3    Scholar
2    1)  KS (3 Active Points) 14-
2    2)  KS (3 Active Points) 14-
2    3)  KS (3 Active Points) 14-
2    4)  KS (3 Active Points) 14-
2    5)  KS (3 Active Points) 14-
2    6)  KS: Common Knowledge (3 Active Points) 14-
3    Scientist
2    1)  Science Skill 14- (3 Active Points)
2    2)  Science Skill 14- (3 Active Points)
2    3)  Science Skill 14- (3 Active Points)
2    4)  Science Skill 14- (3 Active Points)
2    5)  Science Skill 14- (3 Active Points)
2    6)  Science Skill 14- (3 Active Points)
3    Security Systems 14-
3    Shadowing 14-
3    Sleight Of Hand 14-
3    Stealth 14-
3    Streetwise 13-
3    Survival 14-
11    TF:  Common Motorized Ground Vehicles, Combat Aircraft, Equines, Hanggliding, Helicopters, Jetskis, Parachuting, Basic, SCUBA, Skiing (snow), Small Military Ships, Small Motorized Boats, Small Planes, Small Wind-Powered Boats
3    Tactics 14-
3    Teamwork 14-
3    Tracking 14-
3    Trading 13-
3    Traveler
2    1)  AK (3 Active Points) 14-
2    2)  AK (3 Active Points) 14-
2    3)  AK (3 Active Points) 14-
2    4)  AK (3 Active Points) 14-
2    5)  AK (3 Active Points) 14-
2    6)  AK (3 Active Points) 14-
3    Ventriloquism 14-
13    WF:  Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Small Arms, Boomerangs and Throwing Clubs, Sling, Thrown Sword, Vehicle Weapons (group)
3    Weaponsmith 14-

Skills Total: 294

 

Cost    Perks
3    Well-Connected
1    1)  Contact (2 Active Points) 11-
1    2)  Contact (2 Active Points) 11-
1    3)  Contact (2 Active Points) 11-
1    4)  Contact (2 Active Points) 11-
1    5)  Contact (2 Active Points) 11-
1    6)  Contact (2 Active Points) 11-
1    7)  Contact (2 Active Points) 11-
1   ?  Contact (2 Active Points) 11-
1    9)  Contact (2 Active Points) 11-
1    10)  Contact (2 Active Points) 11-
1    11)  Contact (2 Active Points) 11-
1    12)  Contact (2 Active Points) 11-
1    13)  Contact (2 Active Points) 11-
1    14)  Contact (2 Active Points) 11-
1    15)  Contact (2 Active Points) 11-
1    16)  Contact (2 Active Points) 11-
1    17)  Contact (2 Active Points) 11-
1    18)  Contact (2 Active Points) 11-
1    19)  Contact (2 Active Points) 11-
1    20)  Contact (2 Active Points) 11-
1    21)  Contact (2 Active Points) 11-
1    22)  Contact (2 Active Points) 11-
8    Fringe Benefit:  Membership: Fox CIrcle, Membership: honorary Centurian
15    Money:  Filthy Rich

Perks Total: 48

 

Base Points: 200
Experience: 0
Experience Unspent: 0
Total Character Cost: 616

Experience Unspent: 0
Total Character Cost: 152

Link to comment
Share on other sites

Regarding being OP, It really depends upon what skill areas the PCs shine.  If, for instance, one PC is a master criminologist, well, the mentor has a potential 18- Criminology roll (including his Overall Levels), which kinda makes the PC irrelevant.  Personally, I'd consider reducing or removing the Overall Levels if you don't want him to totally outshine the PC heroes.

 

Now, if the NPC has some Complication (such as Physical:  Early Onset Alzheimers) that makes those skills questionable, that's another matter.  Or if he's crippled and can't go out to fight crime any more (though there still may be concerns about over-usefulness of his noncombat skills).  Or he knows he's not long for this world (Physical:  Pancreatic Cancer) and holds back on using his considerable skills because he wants the PC heroes to be able to stand on their own when he's gone. 

 

What are his Complications, BTW?

 

Question: He has Linguist, but only one Language (English, which since he's paid points for it I assume it's not his native tongue).  What's the point of Linguist?

Link to comment
Share on other sites

20. Cvk

10 physical (lame leg)

15 secret ID

30. Hunteds

 

He is in his 80's...and cannot maintain field work

 

Dropping the overalls could do it...most characters have their main skills at 19 but with limits (our detective has 5 skill levels with either oif or affected by mental sense powers)

 

So will probably drop some or all of those skill levels

 

 

 

Link to comment
Share on other sites

If he's 80 or so and physically not going into the field because of his age, why give him all the combat abilities of a 20 year old?  Even if fit, at 80s years of age he's probably suffering arthritis (especially if he's had an active youth), his hands probably shake, his eye sight might be going, his hearing might be going, etc.  He might have a susceptibility if he uses more than his recovery in a turn (heart condition).

 

You might also want to give him the Psych Lim: "Every situation is a teaching moment".  In other words, he won't solve the PCs problems but will guide them to find the solution themselves.

Link to comment
Share on other sites

If most PCs' main skills are at 19-, then you don't really need to do anything, though I'd still drop 1-2 Overall levels.  Just as long as he doesn't out-shine the PCs at their chosen specialties. I think him being 17- versus their 19- is a good thing -- it shows why he selected them to take his place. (I'm just not used to starting PCs having that high of skills.)  That he has that 17- pretty much across the board gives him credibility as the mentor. 

 

I assume he used to have something like 20 STR and 15 CON, but the age thing has brought them down to 10 apiece.  Same basic idea with the END, STUN, and REC. 

 

I'd suggest having minor infirmities come out in play - a PC sees a slight tremor in the guy's hands before he clenches it to get it back under control; looking mildly embarrassed that he has to put on reading glasses; and of course the limp and probably using a cane or walking stick* due to the lame leg.

 

*Said cane / walking stick of course being something special, like having a concealed electrified sword, or shoots gas pellets, etc.

 

All in all, a good character (at least IMO).

 

Link to comment
Share on other sites

Revised a bit

 

Grey Fox


VAL    CHA    Cost    Roll    Notes
10    STR    0    11-    HTH Damage 2d6  END [1]
13    DEX    6    12-
10    CON    0    11-
20    INT    10    13-    PER Roll 13-
18    EGO    8    13-
30    PRE    20    15-    PRE Attack: 6d6
5    OCV    10
5    DCV    10
3    OMCV    0
3    DMCV    0
6    SPD    40    Phases:  2, 4, 6, 8, 10, 12
2    PD    0    2 PD (0 rPD)
2    ED    0    2 ED (0 rED)
5    REC    1
25    END    1
10    BODY    0    
30    STUN    5

Movement    Cost    Meters    Notes
RUNNING    -4    8m/16m    END [1]
SWIMMING    0    4m/8m    END [1]
LEAPING    0    4m    4m forward, 2m upward

Characteristics Total: 107

 

Cost    Powers
60    Variable Power Pool, 40 base + 30 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (85 Active Points); Maximum of 15 Real Points (-1/2), Kit  Based (-1/4), Only Found Ultra Tech (-1/4), Armory Based (-1/4) - END=

Powers Total: 60

 

Cost    Martial Arts
5    Defensive Block:  1/2 Phase, +1 OCV, +3 DCV, Block, Abort
5    Defensive Strike:  1/2 Phase, +1 OCV, +3 DCV, 6d6 Strike
5    Far Shot:  1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike +4 DC
5    Flying Dodge:  1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
3    Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls
4    Martial Disarm:  1/2 Phase, -1 OCV, +1 DCV, Disarm; 40 STR to Disarm
4    Martial Escape:  1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs
3    Martial Grab:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 40 STR for holding on
4    Martial Strike:  1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike
3    Martial Throw:  1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/10, Target Falls
5    Offensive Strike:  1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike
4    Quick Shot:  1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +6 DC
4    Ranged Disarm:  1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, +7 DC to Disarm
12    Weapon Element:  Blades, Boomerangs and Throwing Clubs, Bows, Clubs, Crossbows, Empty Hand, Fist-Loads, Handguns, Karate Weapons, Ninja Weapons, Sling, Thrown Grenades, Thrown Knives, Axes, and Darts
16    +4 Ranged Damage Class(es)
16    +4 HTH Damage Class(es)

Martial Arts Total: 98

 

Cost    Skills
24    +2 Overall
20    +4 with a large group of attacks
3    Acrobatics 12-
3    Acting 15-
3    Animal Handler 15-
3    Breakfall 12-
3    Bribery 15-
3    Bugging 13-
3    Bureaucratics 15-
3    Charm 15-
3    Climbing 12-
3    Combat Driving 12-
3    Combat Piloting 12-
3    Computer Programming 13-
3    Concealment 13-
3    Contortionist 12-
3    Conversation 15-
3    Criminology 13-
3    Cryptography 13-
5    Deduction 14-
10    Defense Maneuver I-IV 
3    Demolitions 13-
3    Disguise 13-
3    Electronics 13-
3    Forensic Medicine 13-
3    Forgery 13-
3    Gambling 13-
3    High Society 15-
3    Interrogation 15-
3    Inventor 13-
3    Linguist
1    1)  Language:  Arabic (Modern) (fluent conversation) (2 Active Points)
1    2)  Language:  Cantonese (fluent conversation) (2 Active Points)
3    3)  Language:  English (idiomatic) (4 Active Points)
1    4)  Language:  Fox-code (fluent conversation) (2 Active Points)
1    5)  Language:  French (fluent conversation) (2 Active Points)
1    6)  Language:  German (fluent conversation) (2 Active Points)
1    7)  Language:  Japanese (fluent conversation) (2 Active Points)
1    8)  Language:  Mandarin (fluent conversation) (2 Active Points)
2    9)  Language:  Spanish (completely fluent) (3 Active Points)
3    Lipreading 13-
3    Lockpicking 12-
3    Mimicry 13-
3    Oratory 15-
2    PS 11-
3    PS: Finance 13-
1    Paramedics 8-
1    Persuasion 8-
3    Riding 12-
3    Scholar
2    1)  KS (3 Active Points) 13-
2    2)  KS (3 Active Points) 13-
2    3)  KS (3 Active Points) 13-
2    4)  KS (3 Active Points) 13-
2    5)  KS (3 Active Points) 13-
2    6)  KS: Common Knowledge (3 Active Points) 13-
3    Scientist
2    1)  Science Skill 13- (3 Active Points)
2    2)  Science Skill 13- (3 Active Points)
2    3)  Science Skill 13- (3 Active Points)
2    4)  Science Skill 13- (3 Active Points)
2    5)  Science Skill 13- (3 Active Points)
2    6)  Science Skill 13- (3 Active Points)
3    Security Systems 13-
3    Shadowing 13-
3    Sleight Of Hand 12-
3    Stealth 12-
3    Streetwise 15-
3    Survival 13-
11    TF:  Common Motorized Ground Vehicles, Combat Aircraft, Equines, Hanggliding, Helicopters, Jetskis, Parachuting, Basic, SCUBA, Skiing (snow), Small Military Ships, Small Motorized Boats, Small Planes, Small Wind-Powered Boats
3    Tactics 13-
3    Teamwork 12-
3    Tracking 13-
3    Trading 15-
3    Traveler
2    1)  AK (3 Active Points) 13-
2    2)  AK (3 Active Points) 13-
2    3)  AK (3 Active Points) 13-
2    4)  AK (3 Active Points) 13-
2    5)  AK (3 Active Points) 13-
2    6)  AK (3 Active Points) 13-
3    Ventriloquism 13-
13    WF:  Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Small Arms, Boomerangs and Throwing Clubs, Sling, Thrown Sword, Vehicle Weapons (group)
3    Weaponsmith 13-

Skills Total: 279

 

Cost    Perks
3    Well-Connected
1    1)  Contact (2 Active Points) 11-
1    2)  Contact (2 Active Points) 11-
1    3)  Contact (2 Active Points) 11-
1    4)  Contact (2 Active Points) 11-
1    5)  Contact (2 Active Points) 11-
1    6)  Contact (2 Active Points) 11-
1    7)  Contact (2 Active Points) 11-
1    8)  Contact (2 Active Points) 11-
1    9)  Contact (2 Active Points) 11-
1    10)  Contact (2 Active Points) 11-
1    11)  Contact (2 Active Points) 11-
1    12)  Contact (2 Active Points) 11-
1    13)  Contact (2 Active Points) 11-
1    14)  Contact (2 Active Points) 11-
1    15)  Contact (2 Active Points) 11-
1    16)  Contact (2 Active Points) 11-
1    17)  Contact (2 Active Points) 11-
1    18)  Contact (2 Active Points) 11-
1    19)  Contact (2 Active Points) 11-
1    20)  Contact (2 Active Points) 11-
1    21)  Contact (2 Active Points) 11-
1    22)  Contact (2 Active Points) 11-
8    Fringe Benefit:  Membership: Fox CIrcle, Membership: honorary Centurian
15    Money:  Filthy Rich

Perks Total: 48

 

Cost    Talents
10    Lightning Reflexes (+10 DEX to act first with All Actions)
4    Speed Reading (x10)
6    Combat Luck (3 PD/3 ED)
5    Eidetic Memory

Talents Total: 25

 

Value    Complications
5    Distinctive Features:  Mystic Aura (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
20    Hunted:  Fox Rogue Gallery Infrequently (Mo Pow; NCI; Harshly Punish)
20    Physical Complication:  Lame Leg (Very Frequently; Slightly Impairing)
15    Psychological Complication:  Code vs Killing (Common; Strong)
20    Psychological Complication:  Protective of San Corona (Common; Total)
5    Rivalry:  Professional (Vanguard; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
10    Social Complication:  Secret ID Infrequently, Major
5    Susceptibility:  Spending more than 10 END in a turn 1d6 damage (Normal Damage) Instant (Uncommon)

 

Complications Points: 100

Base Points: 200
Experience: 0
Experience Unspent: 0
Total Character Cost: 617

Link to comment
Share on other sites

Taking gear out of the equation, Current group scores are

 

Thief (Equipment VPP) 15- 

Vehicle/tech Expert (Flying Vehicle/MA): 15-

Rocket Scientist (Tank)  14-

Investigator (Precog MA) 15-

 

Most have gear that boost it by about 2-3 points

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...