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The Magic World NPC thread!


smiorgan

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Let's talk about MW, for a change! I like a lot MW's Southern Reaches dwarves and I've created this scary little guy. Obviosly, the creation owes a lot to (is parasitic ? ) to the ideas of the MW authors...

ZUROCK THE DWARF ADEPT

Homeland: Copper Mountains

Religion: Croll, Lord of the Stone and Earth (Balance)

Profession: Sorcerer

This dwarf adept is like a spirit of the Earth, his skin is ruddy as red clay, his eyes black as onyx, his manner quiet as stone. His voice is deep and soft. His braided beard is perfumed like a king’s, but his calloused hands are those of a craftsman and laborer . He guards the secrets of the dwarves and those who spy on them are doomed. He will emerge out of the soil, silent as death and strike with his sacred hammer. He will call the Earth spirits to engulf the sacrilegious trespassers. To recover a treasure of the Dwarves he will brave the vaults of kings, picking the locks of their treasure chambers or simply shattering them with righteous sorcery!

Balance 25, Shadow 8, Light 3

Characteristics

STR 16

CON 16

SIZ 8

INT 13

POW 15*

DEX 13

APP 11

Move 6

Hit Points 12

Damage Bonus: +0

Attacks:

Sorcerer's Warhammer 45%, 1D6+2, +1D6 on succesful MP vs POW, (HP 25)

Battleaxe 20%, 1D8+2

Bow 40%, 1D8+2

Buckler 20%, 1D3+db (HP 15)

Armor: Chainmail over entire body, plus open helm (1D8+1)

Skills:

Climb 20%, Jump 15%, Ride 00%,

Swim 05%, Craft (stone and metal working)

45%, Craft (Clockwork) 25%, Bargain 55%, Evaluate

80%, Insight 55%, Nature 20%, Potions 40%, Pick Lock 65%, Conceal

Object 15%, Repair/Devise 89%, Earthsense/

Search 45%, Visual Search 15%, Track 00%,

Sailing 00%, Move Quietly 100 % (75% in chainmail armor).

Own Language (Dwarven) 65%, Other Language (Common) 20%

Magic

Racial Spell (100% chance): Earth Walking (4) as the sorcery spell + the dwarf can move at 1/4 his normal rate while submerged in the ground.

Sorcery Spells (used INT 13/13, POWx5= 75% chance*): Make Whole (3), Shatter (3), Sorcerer’s Hammer (2), Summon Elemental (1), Gift of the Earth (4)

His Hammer functions as sorcerer staff: it has 25 Hit Points, will do an additional 1D6 damage on a target by winning MP vs. POW (cost 1 MP). The hammer stores 15 MP

*I use the optional rule on page 97, on removing POW requirements for casters and introducing POWx5% casting chance.

Edited by smiorgan
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Here's a character I posted in another thread. Figured I'd drop him here too.

Name: Roac

Species: Human Age: 27 Gender: Male

Birthplace: Windriver Valley (from my homebrew campaign setting)

Culture: Chiefdom

Occupation: Hunter

Looks/Attitude: Guarded expression, piercing eyes

Allegiance: Light - 15, Balance - 25, Shadow - 5

STR: 14

CON: 15

SIZ: 13

INT: 15

POW: 16

DEX: 17

APP: 13

(In my own campaign, I allow all PCs to roll their characteristics by dropping a die, and adding the max value instead. So, for humans, this means all characteristics are 2D6+6)

Hit Points: 28 (I use the 'Heroic Hit Points' option, which makes HP the total of SIZ+COn

Skills:

Physical + 7: Brawl 27, Climb 47, Dodge 39, Jump 32, *Ride 52, Swim 32, Throw 52, Wrestle 32

Communication+7: Bargain 22, Disguise 22, Fast Talk 22, Oratory 32

Knowledge +8: Evaluate 23, *Nature 83, Navigate 38, Own Language 83, Physik 38, World Lore 23

Manipulation +8: Conceal Object 34, Hide 29, Move Quietly 69, Pick Lock 14, Repair/Devise 77, Sailing 24, Trap 34

Perception +8: Insight 23, Listen 43, Sense 63, Search 28, *Track 48

Weapons:

Broadsword, 62%, d8+1+d4

Longbow, 79%, 2D6+1+d2

Armor: Leather and Rings - d6+1/d6

Shield: Small, 22%, 20 Hit Points

Spells: Raven Form (4) - Only able to cast it on himself (The Hunter profession normally can only offer 3 levels of magic. I -really- wanted to make a guy who can turn into a raven, so I took the 4-pt spell, but altered it so he can only cast it on himself.)

Raven Form

STR: 2

CON: 5

SIZ: 2

INT: 15

POW: 16

DEX: 28

Skills: Dodge 80, Search 100, Sense 100

Weapons: Claw, 40%, 1d2; Bite, 25% 1d3

Please don't contact me with Chaosium questions. I'm no longer associated with the company, and have no idea what the new management is doing.

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My first stab at character generation:

Name: Cyrin

Species: Human Age: 37 Gender: Female

Birthplace: ?

Culture: Chiefdom

Occupation: Cultist of the Unborn God

Looks/Attitude: Alabaster skin, alluring eyes, regal bearing

Background: Born into slavery, her beauty was more of a curse than a blessing. When she was a teen, the dreams began of a formless shifting void, a god unborn who always was and never will be.

The void embraced her, and she embraced the void which taught her how to use her natural beauty and social acumen to twist the minds of men to her will, and where natural ability failed, sorcery would not.

Cyrin is free of her bonds, her 'owners' dead by their own hands. She now wanders the land, bringing the freedom and madness of the Unborn God to all she encounters.

Allegiance: Light - 5, Balance - 15, Shadow - 30

STR: 10

CON: 8

SIZ: 13

INT: 13

POW: 16

DEX: 10

APP: 18

Hit Points: 11

Skills:

Physical + 5: Brawl 25, Climb 45, Dodge 45, Jump 10, Ride 40, Swim 30, Throw 30, Wrestle 30

Communication+9: Bargain 54, Disguise 24, *Fast Talk 84, *Oratory 94

Knowledge +7: Evaluate 22, *Nature 52, Navigate 17, Own Language 72, Language:Demonic 17, *Physik 67, *Potions 37,World Lore 23

Manipulation +5: Conceal Object 50, Hide 25, Move Quietly 25, Pick Lock 10, Repair/Devise 45, Sailing 20, Scribe 55, Trap 10

Perception +4: *Insight 59, Listen 19, Sense 19, Search 24, *Track 34

Weapons:

*Dagger, 80%, d4+1,Short/15hp

Spells: Agony(2), Guile(1), Heal(2)

Edited by Kaleb7
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And here is one of Cyrin's travel companions who was recently 'liberated'

Name: Smiley

Species: Human Age: 28 Gender: Male

Birthplace: ?

Culture: Chiefdom

Occupation: Former slave and torturer, now follows Cyrin who liberated him.

Looks/Attitude: Persistent smile.

Background: Smiley was a slave, and nobody cares what a slave's real name is... not even 'Smiley'

Smiley had a knack for fixing things, and when he wasn't in the forge, putting steel to flame, he was

in the dungeon putting steel to flesh for his master.

He always smiled and his master liked that.

He smiled even more when Cyrin helped him exact his vengeance on his former master by showing his master first hand all of the techniques that he had perfected in the dungeons.

His master did not like that.

Allegiance: Light - 15, Balance - 5, Shadow - 25

STR: 17

CON: 12

SIZ: 16

INT: 13

POW: 7

DEX: 10

APP: 10

Hit Points: 14

Skills:

Physical + 8: Brawl 48, Climb 48, *Dodge 62, Jump 13, Ride 43, Swim 33, Throw 33, Wrestle 33

Communication+5: *Torture 70,Bargain 20, Disguise 20, *Fast Talk 60, Oratory 10

Knowledge +7: Evaluate 22, Nature 42, Navigate 27, Own Language 65, Physik 37, Potions 07,World Lore 22

Manipulation +5: Conceal Object 35, *Craft Armorer 75, *Hide 45, *Move Quietly 45, Pick Lock 10, Repair/Devise 90, Sailing 20, Scribe 5, Trap 10

Perception +6: Insight 41, Listen 41, *Sense 61, Search 26, Track 26

Weapons:

*Great Hammer, 83%, d10+2+1d6 Long/15hp

Edited by Kaleb7
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Last one for today: A seemingly forgettable minor noble with some dangerous interests:

Name: 'Sir' Walther Moehrn

Species: Human Age: 20 Gender: Male

Birthplace: ?

Culture: State

Occupation: Minor Noble

Looks/Attitude: Sneering expression, shrill voice

Background: Walther is the 4th born son to the Lord of Moehrn. His older brothers are all strong and fit, ensuring Walther will have no chance at inheriting his father's title.

Walther is a contrast to his brothers, where they are honorable and respected, Walther loathes 'honor' as an anachronism and he has never been able to command respect. (He is referred to as 'His Flutiness' by others, due to his musical hobby as well as his high pitched voice.)

His position has allowed him time and resources to find certain forgotten/buried/banned manuscripts, so while those around him snicker and sneer at his focus on playing the flute and reading, Walther has begun to uncover some very tantalizing pieces of arcana, usually in some fairly disreputable places.

It was during one of his ventures to gather more manuscripts that he encountered Cyrin and Smiley. While Walther couldn't care less about the Unborn God, he does care greatly about the avenues of power Cyrin's crusade could open up to him so he is glad to pay lip service to her cause for the time being.

Allegiance: Light - 5, Balance - 25, Shadow - 15

STR: 12

CON: 8

SIZ: 9

INT: 14

POW: 16

DEX: 11

APP: 9

Hit Points: 9

Skills:

Physical + 6: Brawl 26, Climb 46, Dodge 22, Jump 11, *Ride 61, Swim 31, Throw 31, Wrestle 31

Communication+5: *Flute 40,Bargain 60, Disguise 20, Fast Talk 40, Oratory 10

Knowledge +7: Evaluate 22, Nature 32, Navigate 17, Own Language 70, *Language Demonic 57, Physik 37, Potions 07,*World Lore 52

Manipulation +6: Conceal Object 31, Hide 26, Move Quietly 26, Pick Lock 11, Repair/Devise 44, Sailing 21, *Scribe 66, Trap 11

Perception +4: Insight 39, Listen 19, *Sense 39, Search 24, Track 14

Weapons:

*Broadsword, %62,1d8+1 Medium/20hp

*Full Shield, %62, d4+1 Touch/22hp

Armor:

Mail 1d8+1/1d8 Moderate -25%

Spells: Sorcerer's Armor (3)

Edited by Kaleb7
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And my last one for the day:

Name: Jyrra

Species: Human Age: 25 Gender: Female

Birthplace: ?

Culture: Tribe

Occupation: Paid Assassin

Looks/Attitude: Every Bone Shows, Mismatched Eyes

Background:

Jyrra's tribe was hunted to extinction to make way for the Republic to further expand their domains

into the frontier wilderness.

She managed to survive by directing her hunting skills to two legged prey. All of the people of the Republic are alike to her, and all are equally guilty in her eyes of slaughtering her tribe.

If the fools wish to pay her to kill them, so be it. And when her current 'employer' attempts to double-cross or betray her (as they always do.) she kills him and inevitably another 'civilized' customer is waiting in line to offer her money to kill another 'civilized' citizen of the Republic.

With any luck she will kill them all before her time is up.

Jyrra has learned of Cyrin through whisperings in dark alleys of the Unborn God and stirring unrest...

She hopes what she hears is true, and Cyrin and this 'God' of hers can unleash a level of death and destruction unseen in ages to avenge her tribe's passing.

Allegiance: Light - 15, Balance - 5, Shadow - 25

STR: 15

CON: 12

SIZ: 9

INT: 10

POW: 10

DEX: 16

APP: 8

Hit Points: 11

Skills:

Physical + 8: Brawl 48, *Climb 68, Dodge 80, Jump 13, Ride 43, Swim 33, *Throw 45, Wrestle 45

Communication+4: Bargain 19, *Disguise 39, Fast Talk 19, Oratory 9

Knowledge +5: Evaluate 20, Nature 30, Navigate 15, Own Language 55, Physik 35, *Potions 25,World Lore 20

Manipulation +8: Conceal Object 33, *Hide 78, *Move Quietly 78, Pick Lock 43, Repair/Devise 72, Sailing 23, Scribe 8, Trap 13

Perception +6: Insight 21, Listen 21, Sense 26, Search 26, Track 26

Weapons:

*Scimitar, %82,1d8+1 Medium/19hp

*Throwing Dagger(4x), %63, d6+1 R10

Armor:

Soft Leather 1d4-1/1d4-1 Light

Edited by Kaleb7
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  • 4 months later...

SLOWLY putting together a roster of misfits for a 2014 Gencon game slot (Nice to play from the perspective of the chaos god cult sometimes...):

Name: Thorryn Kai

Species: Human Age: 34 Gender: Male

Birthplace: ?

Culture: Civilized

Occupation: Marine

Looks/Attitude: Weathered Skin

Background:

Thorryn has spent the majority of his life at sea, or on foreign shores. As a marine, it was his job to defend

his ship and to storm enemy ships and enemy holdings.

His captains grew in wealth with each successive venture, while he and his mates only grew injured and ultimately dead.

Thorryn has heard whispers of the coming of the 'Unborn God' by madmen and mystics the world over. Something in his bones tells him a fight is coming,

and would be nice to be on the winning side, hence he slipped ashore to seek out Cyrin's 'missionaries'.

His Captain be damned.

Allegiance: Light - 5, Balance - 25, Shadow - 15

STR: 15

CON: 14

SIZ: 13

INT: 10

POW: 13

DEX: 13

APP: 10

Hit Points: 14

Skills:

Physical + 8: *Brawl 78, *Climb 88, *Dodge 56, Jump 13, Ride 43, *Swim 28, Throw 33, Wrestle 33

Communication+5: Bargain 20, Disguise 20, Fast Talk 20, Oratory 10

Knowledge +5: Evaluate 20, Nature 30, Navigate 30, Own Language 50, Physik 35, Potions 5,World Lore 70

Manipulation +7: Conceal Object 32, Hide 27, *Move Quietly 47, Pick Lock 12, Repair/Devise 56, Sailing 65, Scribe 7, Trap 12

Perception +7: Insight 22, Listen 22, Sense 52, Search 27, Track 17

Weapons:

*Club, %53

*Dagger, %83, 2d4+1, Short/15hp

*Sea-Axe %103, 2d6+2+1d4, Medium/15hp

Armor:

Hard Leather 1d6-1/1d6-1 Light , 10%

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Name: Mytreus

Species: Human Age: 25 Gender: Male

Birthplace: ?

Culture: Band

Occupation: Hunter

Looks/Attitude: Filed Teeth

Background:

Mytreus was born under a Blood Moon, and was the custom with his people he was left 'in the care of the forest'.

Instead of dying of exposure or becoming a light snack for the denizens of the dark, Mytreus was found by a Watcher of the Glade (a druid cult sworn to defend the 'natural' order). After being brought before the local master of the order, he was found worthy of life and raised in the confines of the cult.

As Mytreus grew, he showed both great aptitude and dedication to the order, working to preserve the forest and killing those who would misuse its resources.

One arrow he let fly would come back to haunt him and his order as he killed a tyrannical princeling, bringing the wrath of his father's armies down upon the forest.

Nothing is left of the forest, its smoldering ruin the final resting place for both the Watchers and a sizable chunk of the army sent to slaughter them.

Mytreus survives, and like Jyrra, he has joined with Cyrin to quench his thirst for bloody vengeance on the world.

Allegiance: Light - 15, Balance - 25, Shadow - 5

STR: 12

CON: 10

SIZ: 12

INT: 16

POW: 17

DEX: 18

APP: 8

Hit Points: 11

Skills:

Physical + 6 Brawl 26, *Climb 66, Dodge 76, Jump 11, Ride 41, Swim 41, Throw 31, Wrestle 31

Communication+4: Bargain 19, Disguise 19, Fast Talk 19, Oratory 9

Knowledge +8: Evaluate 23, *Nature 63, Navigate 38, Own Language 80, Physik 58, Potions 28,World Lore 23

Manipulation +9: Conceal Object 34, Hide 74, *Move Quietly 84, Pick Lock 14, Repair/Devise 72, Sailing 24, Scribe 9, *Trap 34

Perception +5: Insight 20, *Listen 42, Sense 20, Search 25, *Track 55

Weapons:

*Hatchet, %50, 1d6+1, Short/12hp

*Hunting Bow %114, 1d6+1, R:80/6hp

Armor:

None

Spells:

Bird's Vision (1) , Cloak of Night (2)

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