generic characters

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Trooper Jim
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generic characters

Unread post by Trooper Jim »

Does anyone know of any generic NPC stats? I am looking for stuff like cops, soliders, security guards etc. Any ideas?
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Re: generic characters

Unread post by drewkitty ~..~ »

There are the "normal people" class in BTS which is basically being having 2d2+2 for the stats with two skill packages.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
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Re: generic characters

Unread post by Trooper Jim »

thanks Drewkitty, that would be an option. Is that in the new version or the old one?
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Re: generic characters

Unread post by Mercdog »

It's in the newer BtS book.
Dead Reign also has pretty much the same list of occupations under the Survivor OCC. For N&SS, I refer to it as the Civilian OCC.
Blade with whom I have lived.
Blade with whom I now die.
Serve right and justice one last time.
Seek one last heart of evil.
Still one last life of pain.
Cut well old friend...
and then farewell.
-Sir Orin Neville Smyth, Flight of Dragons
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Re: generic characters

Unread post by Trooper Jim »

thanks allot for the help. I have a bunch of named villians for my game, now i need some cannon fodder.
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Re: generic characters

Unread post by drewkitty ~..~ »

If you have the systems failure main book there are other options to making normal people also.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
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Re: generic characters

Unread post by Lord Z »

Vagrant

You can call this character a transient, bum, hobo, bag lady, nomad or simply homeless, but the fact remains – this character is a poor person with no permanent home. Sometimes, vagrants are employed but are not paid enough to afford housing, such as vagrants who work as street performers or farm laborers. There are many who choose to be homeless. Others are content to pan-handle and beg for a living. (There is an actual Begging Skill in Mystic ChinaTM.) Many vagrants suffer from mental disabilities or drug or alcohol dependency which prevents them from maintaining a reliable income. Others are former prisoners who choose the life of a vagrant because apartments remind them of jail cells too much. Vagrants tend to be nomads moving frequently from one community to another, searching for new opportunities or feeding from inhospitable climates. Even political refugees could be considered to be vagrants. Vagrants are often skilled in the ways of survival – finding food sources and other resources
that most people would overlook.

Alignment: 10% Scrupulous, 20% Unprincipled, 30% Anarchist, 40% other.
Attributes: I.Q.: 10, M.A.: 8, M.E.: 8, P.S.: 10, P.E.: 10, P.P.: 10, P.B.: 10, Spd.: 10.
Experience: This character is represented as being a 1st Level Ordinary Person, Beyond the Supernatural TM 2nd edition with the occupation of Vagrant (new).
Hit Points: 13 S.D.C.: 15
Skills of Note: Cook 35%, Wilderness Survival 40% or Streetwise 20%, Brewing: Medicinal 25%/30%, Camouflage 20%, Streetwise: Weird 50%, Prowl 35%, I.D. Undercover Agent 30%, Salvage 35%, Fasting 40%, and Land Navigation 36%, no Hand to Hand training.
P.P.E.: 2
Bonuses: Needs a 15 or higher to save vs psychic attacks, +2 to Perception, +2 to save vs insanity, +1
to save vs. Horror Factor and magic, 2 non-combat actions or 1 attack per melee round.

Special Abilities: Vagrant Perceptions. Being homeless has an effect on a person’s point of view. Vagrants can notice things that other people do not. Vagrants gain a +1 bonus to all Perception Rolls (already added to the above bonuses).

Vagrant Stealth. Vagrants tend to pass beneath the notice of many people. Ordinary people see the homeless, but they don’t focus on the sight and quickly forget. Whenever in an urban environment in a crowd of people, a vagrant will gain a +10% bonus to certain skills like prowl (already added to the above percentages). The Vagrant must have learned these skills already; the ability does not bestow them. If the vagrant is not in a crowd of people or outside of the urban landscape, these bonuses do not apply.

Vagrant Survivalism. A vagrant has developed a curious skill set which is different from other skills because it involves much improvisation, jury-rigging and an instinctual rather than learned alertness. There are homeless people who don’t develop such abilities, but they simply don’t last as long in the harsh worlds common to most games. Vagrants can create makeshift
objects such as simple tools, sleeping quarters and cooking areas even if they don’t have the normal skills for such tasks. Also, sleeping vagrants can wake up and be alert at the lightest sound when danger or trouble approaches. No roll is necessary to use any of these abilities.

Advantages: Vagrants to be unnoticed by most people until they want to be noticed. They can move from one town to another freely with little to no responsibilities from career or family.

Disadvantages: There are many. Insanities run rampant in the vagrant population of most countries. The pay can be surprisingly good at times from pan-handling or day labor, but that money tends to vanish quickly, going to alcohol, drugs, gambling or just being lost when stolen by another vagrant. Yes, crime is also rampant within the vagrant populations. Police in many
areas tend to not worry much about defending vagrants and will only put forth a minimal effort to investigate crimes committed against them.

Pay and Equipment: On rare occasion, a vagrant will come into a good amount of money, but the money is never reliable. Most vagrants will only have $5x1D10 at any given time. Other equipment is limited to what they can carry – a large backpack, a fashlight or lantern, one basic tool which may be used as a weapon such as a knife (1D6 damage) or cane (1D8), canteen, and
sometimes a small tent.
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Re: generic characters

Unread post by Lord Z »

Here is another generic NPC that I submitted to RGG's Gifter project. I have more detailed descriptions of the Mongolian Soldiers if anyone is interested.

Typical Mongolian Soldier

Alignment: Aberrant.
Attributes: I.Q.: 10, M.E.: 9, M.A.: 11, P.S.: 15, P.E.: 14, P.P.: 13, P.B.: 6, Spd.: 11.
Experience: 1st Level Horde Soldier, Ninjas & Superspies
Age: 22, Sex: male.
Hit Points: 18
S.D.C.: 68
Chi: 14
Skills of Note: Language: Mongol 98%, Literacy: Mongol 80%, Paramedic 55%, Land Navigation 50%, Horsemanship: Mongol 50% (new), Wilderness Survival 35%, Detect Ambush 40%, Wrestling, Tracking 30%, Prowl 30%, W.P. Spear (+1 Strike & Parry), W.P.
Large Sword (+1 Strike), W.P. Bow (+1 Strike, 2 shots per melee round), W.P. Siege Weapons, and Hand to Hand: Mongol Soldier (similar to Ch’a Ch’uan Kung Fu in N&SS, Page 86).

Bonuses: Needs a 15 or higher to save vs psychic attacks, 4 attacks per melee round, +1 to Strike, +2 to Parry and Dodge, +6 to roll with impact, and +2 to Leap (10’/3m distance).
Psionics and Magic: None.
Martial Art Moves: Auto-parry, Multiple Dodge, Pin on a roll of 18-20, Strike (punch) & Backhand Strike 1D4, Kick 1D8, Wheel Kick 1D10, Jump Kick 1D8 & always critical, Flying Jump Kick 1D10 & always critical, and Reverse Turning Kick (combination dodge & kick) 1D8 & always critical.
Martial Art Powers: Dam Sum Sing (a.k.a. Endurance Training), Falling Technique (takes no damage when falling from a horse and greatly reduced damage from greater heights), and Weapon Kata: Spear (allows the soldier to use full range of attacks and
bonuses while wielding a spear) in addition to +1 to Strike and +1 to Parry from W.P. Spear.

Savings: 13 Chinese silver coins, 2 Chinese gold coins.
Equipment: a set of clothes and a towel, two horses with riding gear, soft boots, spear, recurved bow, quiver of twenty arrows (type of choice), ild long sword or heavy mace, iron or bronze knife, glaive polearm or small shield of wood and iron (+3 to Parry), two water skins, a week’s worth of dried rations including red meat or fish, Mongolian armor of hardened leather, coin purse (silk or leather), simple grooming tools, and a few personal items or tools that can ft into a saddle bag. If the soldier has a family, his family will travel behind him in their own horse-drawn wagon.
Currently recruiting for Beyond the Supernatural games in 2019 which I am running on Discord: voice, text, and play-by-post. Here is the non-expiring server invite link: 418BQSLG

“All would be well. All would be heavenly— If the damned would only stay damned.”
-- Charles Fort, The Book of the Damned, 1913
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Re: generic characters

Unread post by Lord Z »

Experienced Mongolian Soldier

Some soldiers are more experienced than others. After fighting in a theater of war for some time, a soldier is more likely to be third level. He is coming into his own as a legendary warriors at this point.
Alignment: Aberrant.
Attributes: I.Q.: 10, M.E.: 9, M.A.: 11, P.S.: 18, P.E.: 14, P.P.: 13, P.B.: 6, Spd.: 12.
Experience: 3rd Level Horde Soldier, Ninjas & Superspies
Age: 22, Sex: male.
Hit Points: 26
S.D.C.: 76
Chi: 14
Skills of Note: Language: Mongol 98%, Literacy: Mongol 90%, Paramedic 67%, Land Navigation 58%, Horsemanship: Mongol 60% (new), Wilderness Survival 45%, Detect Ambush 50%, Wrestling, Tracking 40%, Prowl 40%, W.P. Spear (+1 Strike, +2 Parry, +1
Thrown), W.P. Large Sword (+2 Strike & Parry), W.P. Bow (+3 Strike, 3 shots per melee round), W.P. Siege Weapons, Hand to hand: Mongol Soldier (similar to Ch’a Ch’uan Kung Fu in N&SS, Page 86), Athletics and Boxing.
Bonuses: Needs a 15 or higher to save vs psychic attacks, 5 attacks per melee round, +1 to Strike, +4 to Parry, +2 to Dodge, +6 to roll with impact, +4 to Leap (16’/4.9m distance), +3 to damage from P.S., and critical strike on a natural 19 or 20.
Psionics and Magic: None.
Martial Art Moves: Auto-parry, Multiple Dodge, Pin on a roll of 18-20, Strike (punch) & Backhand Strike 1D4, Kick 1D8, Wheel Kick 1D10, Jump Kick 1D8 & always critical, Flying Jump Kick 1D10 & always critical, and Reverse Turning Kick (combination dodge & kick) 1D8 & always critical, and Knock-Out on a called shot and natural 20.
Martial Art Powers: Dam Sum Sing (a.k.a. Endurance Training), Falling Technique (takes no damage when falling from a horse and greatly reduced damage from greater heights), and Weapon Kata: Spear (allows the soldier to use full range of attacks and bonuses while wielding a spear) in addition to bonuses from W.P. Spear.

Savings: 10 Chinese silver coins, 3 Chinese gold coins.
Equipment: same as typical Mongolian soldier (see above).
Last edited by Lord Z on Mon Feb 20, 2012 1:43 am, edited 1 time in total.
Currently recruiting for Beyond the Supernatural games in 2019 which I am running on Discord: voice, text, and play-by-post. Here is the non-expiring server invite link: 418BQSLG

“All would be well. All would be heavenly— If the damned would only stay damned.”
-- Charles Fort, The Book of the Damned, 1913
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Re: generic characters

Unread post by Lord Z »

Veteran Mongolian Soldier

A smaller portion are veterans of the Khan’s earlier campaigns, fifth level soldiers. These veterans are usually officers in the Khan’s army.
Alignment: Aberrant.
Attributes: I.Q.: 10, M.E.: 9, M.A:. 11, P.S.: 18, P.E.: 14, P.P.: 13, P.B.: 6, Spd.: 12.
Experience: 5th Level Horde Soldier, Ninjas & Superspies
Age: 22, Sex: male.
Hit Points: 34
S.D.C.: 76
Chi: 14.
Skills of Note: Language: Mongol 98%, Literacy: Mongol 98%, Paramedic 81%, Land Navigation 64%, Horsemanship: Mongol 70% (new), Wilderness Survival 55%, Detect Ambush 60%, Wrestling, Tracking 50%, Prowl 50%, W.P. Spear (+2 Strike, +2 Parry, +2
Thrown), W.P. Large Sword (+2 Strike, +3 Parry, +1 Throw), W.P. Bow (+4 Strike, 5 shots per melee round), W.P. Siege Weapons, Hand to Hand: Mongol Soldier 24 (similar to Ch’a Ch’uan Kung Fu in N&SS, Page 86), Athletics, Boxing, Swimming, Go (strategy game), and Language of Choice 60%.
Bonuses: Needs a 15 or higher to save vs psychic attacks, 5 attacks per melee round, +2 to Strike, +4 to Parry, +2 to Dodge, +6 to Roll with Impact, +5 to Leap (22’/6.7m distance), +3 to damage from P.S., critical strike on a natural 19 or 20, and +2 to Back flip.
Psionics and Magic: None.
Martial Art Moves: Auto-parry, Multiple Dodge, Pin on a roll of 18-20, Strike (punch) & Backhand Strike 1D4, Kick 1D8, Wheel Kick 1D10, Jump Kick 1D8 & always critical, Flying Jump Kick 1D10 & always critical, and Reverse Turning Kick (combination dodge & kick) 1D8 & always critical, and Knock Out on a called shot and natural 20.
Martial Art Powers: Dam Sum Sing (a.k.a. Endurance Training), Falling Technique (takes no damage when falling from a horse and greatly reduced damage from greater heights), Weapon Kata: Spear (allows the soldier to use full range of attacks and
bonuses while wielding a spear) in addition to bonuses from W.P. Spear, and One Life One Heart One Shot One Kill (useful with any weapon, grants +1 bonus to Strike for each melee round spent focusing before the attack).
Savings: 10 Chinese silver coins, 6 Chinese gold coins.
Equipment: same as typical Mongolian soldier (see above).
Last edited by Lord Z on Mon Feb 20, 2012 1:43 am, edited 1 time in total.
Currently recruiting for Beyond the Supernatural games in 2019 which I am running on Discord: voice, text, and play-by-post. Here is the non-expiring server invite link: 418BQSLG

“All would be well. All would be heavenly— If the damned would only stay damned.”
-- Charles Fort, The Book of the Damned, 1913
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Re: generic characters

Unread post by Lord Z »

Takhi Horses

Horses are an important part of Mongolian culture. In the Mongol dialect, they are called “takhi” which literally translates as “spirits.” These animals are both sacred and subservient to the Mongol riders. The horse herds of the Horde offer several benefts. The Khan is able to move his forces with unparalleled speed. Scouts and messengers have much greater range on horseback.
The riders have a commanding view of most battlefields from horseback in addition to the tactical benefits of leverage and speed. With the invention of the stirrup, the Horde has become the world’s cavalry to truly master mounted warfare.
The specific type of horse domesticated by the Horde is the Takhi. Zoologists name them Przewalski’s Horses. The Takhi are distinct from typical domesticate horses. The Takhi possess two extra chromosomes and shorter legs.
The Takhi are attractive creatures. They have coats of short hair which ranges from light brown to reddish brown. They have lightly colored underbellies and muzzles. Their ears are short and their tails are long. Their manes are medium-length stick hair. Their tails, legs, and manes are black. A horse is considered adult when it reaches the height of thirteen hands (4’6” or 1.3m). As adults, they each weigh about 770 pounds (350kg).
The Takhi are considerably tougher than normal horses. They walk within an hour of being born. They can graze on scrub brush and dry bits of vegetation which would make other horses starve. Takhi horses sleep for only four hours per night. In the wild, they typically wander up to six miles per day while grazing, but they can walk several times that if urged by a rider or guide. They
are comfortable in desolate locations ranging from hot deserts to frigid tundras. Due to their shorter legs, they are not as good at sprinting compared to other horses.
Although tough, Takhi horses require attention if they are to remain in working condition. They must be provided water several times per day. They must be brushed and horseshoed regularly. Any injuries must be treated with the greatest of care to prevent infection, muscle damage, or great blood loss.
Here are the statistics of a typical horse. The statistics are adapted from those listed in Rifts: Atlantis.
Attributes: I.Q.: high animal, Spd.: Average 30.
Trotting Speed: roughly 20 mph (32 km).
Running Speed: roughly 40 mph (64 km) for 1D4 hours.
Hit Points: 48
Personal S.D.C.: 80
P.P.E.: 12 (roll of 4D6)
Attacks per Melee: 3
Martial Art Moves: Bite (1D4 damage), Kick with front leg (2D6), Kick with hind leg (4D6), and Charging Head Butt (2D4 damage plus 80% chance of knocking down any opponent weighing 300 pounds or less).
Skills: Land Navigation 50%, Swimming 50% and Detect Ambush 25%.
Special Abilities: Keen hearing.
Psionics: All horses share a few natural abilities which cost no ISP to use. These powers help the animals to detect and avoid the presence of the supernatural: See the Invisible, Sense Evil, Sense Magic, Sixth Sense, and Empathy. The range of all powers is 600’ (183m).
Currently recruiting for Beyond the Supernatural games in 2019 which I am running on Discord: voice, text, and play-by-post. Here is the non-expiring server invite link: 418BQSLG

“All would be well. All would be heavenly— If the damned would only stay damned.”
-- Charles Fort, The Book of the Damned, 1913
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Re: generic characters

Unread post by Lord Z »

Typical Sheriff’s Deputy

Alignment: 60% Principled, 30% Scrupulous, 10% other
Attributes: SPD.: 20, all others are 10
Experience: This character is represented as being a 5th Level Ordinary Person. A rookie will be 1st or 2nd Level. A sergeant should be 6th Level or higher, and an actual sheriff may be 8th Level or higher.
Hit Points: 20
S.D.C.: 33
Skills of Note: Athletics, Automobile 87%, Combat Driving, First Aid 80%, Land Navigation 66%, Law 75%, Radio: Basic 80%, Road wise 51%, Running, Streetwise 60%, Streetwise: Weird 60%, Swimming 70%,W.P. Blunt (+1 to strike and parry), Handguns
(+2 to strike), and Energy Gun (listed in 1st edition, for electric stun pistols, +3 to strike).
Hand to Hand: Expert
Attacks per melee: 5
Bonuses: Needs a 15 or higher to save vs psychic attacks, +3 to Perception, +2 to save vs insanity, +1 to save vs. Horror Factor and magic, +1 to strike, +2 to disarm, +4 to parry and dodge, +5 to pull punch, +4 to roll with impact, karate punch for 2D4 damage or karate kick for 2D6 damage.
Psionics: None, closed to the supernatural. As with any other profession, there is a small chance that any sheriff or deputy may be a psychic also.
P.P.E.: 4.
Savings: $6000 in a bank.
Equipment: A well tuned squad car with two-way radios and siren, a revolver (typically 6 bullets, 2D6 damage, about 165 ft or 50m range), baton (1D6 damage), stun gun (100 ft or 30.5m range, targets are -10 to strike, parry, and dodge for 2D4 melee rounds), handcuffs, and portable two-way radio.
Currently recruiting for Beyond the Supernatural games in 2019 which I am running on Discord: voice, text, and play-by-post. Here is the non-expiring server invite link: 418BQSLG

“All would be well. All would be heavenly— If the damned would only stay damned.”
-- Charles Fort, The Book of the Damned, 1913
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Re: generic characters

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Typical Villager

The terms “tribe,” “tribal,” and “villager” are used very loosely here. They refer to any small, isolated community of people with limited technology and financial resources. This tribal village could be an Amish community in Pennsylvania or a clan of hunter-gathers in the rain forest of Brazil. These villages typically have ten to thirty members.
Alignment: 40% Principled, 50% Scrupulous, 10% other.
Attributes: P.S.: 6, 10 for each.
Experience: This character is represented as being a 5th Level Ordinary Person (Beyond the Supernatural 2nd edition). A villager leader or elder will be at least 8th level.
Hit Points: 36
S.D.C.: 21
Skills: fluent in native language 92% and two others 62%, may or may not be literate depending on the local culture, all domestic skills at 50% or higher, Wilderness Survival 65%, one Horsemanship skill or Kayaking & Canoeing 70%, Holistic Medicine 50%/40%, Lore: Superstitions 50%, Lore: Religion 55%, Outdoors manship, Physical Labor, Swim 70%, Botany 60%, Zoology 50%, Land Navigation 52%, W.P. Blunt (+1 to strike and parry), Knife (+2 to strike, parry, or throw), and two other weapons proficiencies as are appropriate.
Hand to Hand: Basic
Attacks per melee round: 5
Other skill packages: Each person in the village typically has a specialization or talent. This can be any additional technical skill (art, breed dogs, leather working, etc.), any additional wilderness skill (carpentry, track & trap animals, herding, etc.), or a 10% bonus to any domestic skill of choice.
Bonuses: Needs a 15 or higher to save vs psychic attacks, +1 to Perception, +2 to save vs insanity, +1 to save vs. Horror Factor and magic, +1 to strike, +1 to disarm, +2 to parry and dodge, +2 to roll with impact, kick attack for 1D8 damage.
Psionics: None, closed to the supernatural. As with any other profession, there is a small chance that any villager may be a psychic also. When this happens, the powers developed tend to respond to the needs of the community, so Psychic Healers are the most common followed by Latent Psychics, Fire walkers, and Diviners.
P.P.E.: 4 (children have 24, teenagers have 9).
Savings: About $500 worth of trade goods but no money.
Equipment: 3 ancient-style weapons of excellent quality or else three tools which could be used as weapons if so needed. Some villages have a communal cache of older model firearms, but only the village leader has permission to remove them. Beyond that, each family has its own small dwelling, often a farmhouse or hut, and a small collection of domesticated animals. These people don’t have much, but what they have is exactly what they need to live and prosper in their environment.
Currently recruiting for Beyond the Supernatural games in 2019 which I am running on Discord: voice, text, and play-by-post. Here is the non-expiring server invite link: 418BQSLG

“All would be well. All would be heavenly— If the damned would only stay damned.”
-- Charles Fort, The Book of the Damned, 1913
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Re: generic characters

Unread post by Lord Z »

Elite Village Warrior

Alignment: 10% Principled, 40% Scrupulous, 40% Unprincipled, 10% other
Attributes: P.S.: 16, P.E.: 13, P.P.: 16, SPD.: 25, 10 for all others.
Experience: This character is represented as being a 5th Level Natural Athlete (Beyond the Supernatural 2nd edition). These characters tend to be young, arrogant and selfish, but they serve an important function by serving as the first line of defense
when the village is endangered.
Hit Points: 48
S.D.C.: 46
Attitude Towards the Lazlo Society: “Is that a rock and roll band? No, I like hip-hop better.”
Hand to Hand: Expert
Attacks per melee round: 5
Skills: fuent in native language 92% and two others 62%, may or may not be literate depending on the local culture, two domestic skills at 50% or higher, Wilderness Survival 65%, one Horsemanship skill or Kayaking & Canoeing 70%, Holistic Medicine 50%/40%, Lore: Superstitions 50%, Lore: Religion 55%, Athletics: General, Forced March, Outdoorsman ship, Physical Labor, Prowl 62%, Swim 75%, Wrestling, Hunting, Land Navigation 52%, W.P. Blunt (+1 to strike and parry), Knife (+2 to strike, parry, or throw), and two other weapons profciencies as are appropriate.
Bonuses: Needs a 15 or higher to save vs psychic attacks, +2 to strike, +2 to disarm, +3 to pull punch, +4 to parry and dodge, +0 to automatic dodge, +4 to roll with impact, +1 to damage from physical strength, kick attack for 2D6+1 damage, punch attack for 2D4+1 damage, tackle attack for 1D4+1 damage +knock down, crush/squeeze attack for 1D4+1 damage, incapacitate on a natural roll of 18-20.
Psionics: None, closed to the supernatural. Their potential psychic energy has been harnessed towards hardening their bodies and sharpening their skills. P.P.E. was spent on +5% bonus to all physical skills, Hit Point bonus, Speed bonus, and automatic dodge.
P.P.E.: 2
Savings: about $300 worth of trade goods but no money.
Equipment: same as a typical villager (see above).
Currently recruiting for Beyond the Supernatural games in 2019 which I am running on Discord: voice, text, and play-by-post. Here is the non-expiring server invite link: 418BQSLG

“All would be well. All would be heavenly— If the damned would only stay damned.”
-- Charles Fort, The Book of the Damned, 1913
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