The make an NPC out of a picture game.

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The make an NPC out of a picture game.

Postby Agrippa » Sun Feb 27, 2011 3:03 am

This is the create an NPC game! Where we all get together work on making our own NPC, each. Unlike the other "Create an x" games on this forum we'll be making a single character as opposed to a monster type or a dungeon. All from a single picture and a premise. So with no further ado the first NPC to be made.

blank
Image
Possible premises:
Mad scientest who mutated his own right arm into a giant lobster claw.
Derranged cultist blessed by his god.
Mutant crime lord who rules with an iron claw!
Noble-minded man who is an oddity by either birth or circumstance who seeks to punish the wicked with THE CLAW OF JUSTICE!
Otherwise normal guy with a freaky arm and bizare taste in fashion. May or may not be a bartender.

Character template, if you want to use this of course.

Race:
Class Level:
Character Level:
Hit Points:
Armor Class: 9
THAC0:
Alignment:

Attacks: x/round, bonuses if any
Damage:

Strength:
Dexterity:
Constitution:
Intelligence:
Willpower:
Charisma:

Physical Mutations (if any)

Mental Mutations (if any)

Kit
Last edited by Agrippa on Thu Sep 01, 2011 9:52 pm, edited 3 times in total.
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Re: The create an NPC game.

Postby Agrippa » Sun Feb 27, 2011 3:04 am

Ignore post.
Last edited by Agrippa on Thu Sep 01, 2011 9:53 pm, edited 4 times in total.
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Re: The create an NPC game.

Postby Agrippa » Mon Mar 07, 2011 7:03 pm

What the hell, I'll just go by the normal "x creation" game rules. Mutants and Mazes (Mutant Future/Labyrinth Lord or BECMI hybrid.)
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Re: The create an NPC game.

Postby bathwizard » Tue Mar 08, 2011 4:35 pm

Hey, Agrippa, how would you stat out this guy? (Great pic by the way, did you do it yourself?)
As I'm a LL fan, I imagine him as the right-hand (right-claw?) man of a chaotic priest who leads a cult of Chaos. Whereas most of the cultists can infiltrate society as normal citizens, this man's mutation is too obvious to disguise, so he stays in the cult headquarters most of the time, emerging at night to go on missions (usually murderous) on behalf of the priest of Chaos.
His name is Baltharius of Luln, and he was "gifted" with the pincer when, as a test of devotion, he stuck his right hand into a fire to retrieve an artifact of Chaos. He is now actuallly quite angry and resentful about this "gift" and will react angrily, possibly violently, against any who joke about it. If he had the choice again, he would have kept his hand as human.
Baltharius of Luln: 5th level fighter, alignment Chaotic.
Str 16, Int 9, Wis 10, Dex 14, Con 16, Cha 10 (was 14 without claw)
AC 3, Move 120', hp 15, Att 1 pincer for 1d8+2 damage, Ml 10,
Equipment: Studded Leather Armour +2, 2 x potion of healing, 110 gp, 20pp

Perhaps this thread might work better if rather than putting an NPC together piecemeal, each contributor puts forward his own interpretation of a character portrait?
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Re: The create an NPC game.

Postby Agrippa » Wed Mar 09, 2011 12:43 am

Okay then, lets just post up our own versions then.

Ferdinand Warner, the Claw of Justice

Race: Mutant Human
Class level: Fighter 8
Character level: 7
Hit Points: 148 (8+6+6+6+5+6+8+8+3+6+8+5+3+7+5+5+6+4 plus hit dice from class levels, 8+6+7+1+7+5+2+7)
Armor Class: 2
THAC0: 15
Alignment: Neutral Good

Attacks: 2/round, +10(+12 against demons and evil spellcasters)/+2 (lobster claw) to attack
Damage: By 1d8+8(+10 against demons and evil spellcasters)+3d6 or 1d8+2+3d6

Strength: 16 (18 from levels)
Dexterity: 15
Constitution: 15 (18 from levels)
Intelligence: 9
Willpower: 6
Charisma: 15

Weapon Mastery: warhammer: 3, spear: 1, broadsword: 1, net: 1, sling: 1

Physical Mutations
Aberrant Form (Natural Weapon)/Mutation Score 15: Ferdinand possesses a giant blue lobster claw of immense power. When attacking with it he inflicts 1d8+2 points of damage.
Immovable/Mutation Score 12: Precious little move aside the noble Ferdinand, and those who strike at him unarmed do so at their peril. When struck with unarmed attacks 3d6 points of that damage, up to his enemy's damage roll, is inflicted upon his attacker instead. Ferdinand is also treated as having a Strength of 23 when the target of a grapple or tackle. Resolve as a mental attack roll but using both parties' Strength scores. These benefits are halved when at twice normal speed and eliminated at thrice normal speed.
Increased Strength/Mutation Score 13: Add 3d6 points of damage to Ferdinand's melee attacks.
Increased Constitution/Mutation Score 12: Grants an additional 30 hit points and +2 to saving throws vs. poison.
Pain Insensetivity: Ferdinand is invuleranble to all forms of pain. This means that he needs other people to tell him when he's injured unless he notices that he's bleeding or has a broken limb.

Mental Mutations
Ability Boost/Mutation Score 13: Once per day Ferdinand is capable of concentrating his mental energy to such a degree that one of his abilities is boosted by 13 for 1d10 consecutive rounds, or he gains +1 to attack rolls for 1d10 rounds. Ferdinand may choose either of these options each time the mutation is used.
Fleet of Foot/Mutation Score 13: Ferdinand can leap five times farther and high than a normal human.

Kit
The Hammer the Righteous +3 warhammer; +5 against demons and evil spellcasters, backpack, iron rations, lantern, torch and matches, climbing gear and The Wrappings of Truth; scale armor +2 (5 not including magic) and 738 gp.

Personality, Appearance and Background:
Ferdinand Warner is a genuinely decent and heroic man. Sadly he's also insane. Ferdinand does show a great deal of concern for the well-being of the weak an oppressed and seeks to help build a stable society in which all people of good will are granted a decent place within it. At the same time he display's a shocking lack of concern and respect for property laws, public decorum, his own safety and basic common sense. In addition he also has multiple warrants against him for destruction of private and public property and has been heavily fined for his well-meaning but highly destructive ways. He stands at about 6'8" and weighs 256 pounds with some what pale skin and flaming-red hair, including his beard.

Much of his goodly behavior is due to a sense of noblese oblige from his aristocratic upbringing. While much of his mutant nature was inborn, his claw and insensitivity to pain are the results of Ferdinand's exposure to the Silver Font of Selene, goddess of the moon, life and mutation.
Last edited by Agrippa on Thu Sep 01, 2011 9:54 pm, edited 1 time in total.
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Re: The create an NPC game.

Postby Agrippa » Sat Mar 12, 2011 10:18 pm

New NPC
Image
He's the red guy with the large stone hand.
Last edited by Agrippa on Thu Sep 01, 2011 9:58 pm, edited 1 time in total.
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Re: The create an NPC game.

Postby 3llense'g » Tue Mar 15, 2011 3:37 pm

Yeah, the red guy with the stone hand? Doesn't get much more famous than that. :D
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Re: The make an NPC out of a picture game.

Postby Agrippa » Thu Sep 01, 2011 10:49 pm

Eh, what the hell, I'll just stat up the Big Red Guy myself. It's a work in progress.

Hellboy
Image
Race: "Mutant Human" (Demon)
Class Level: Brawler 16
Character Level: 11
Hit Points: 207 (10,9,6,7,4,5,6,6,4,7+5,4,6,5,6,4,2,5,6,4,4,6,4,6,4,6,6,2,6,4+12+36)
Armor Class: 10, DR 10, 14 against bludgeoning attacks.
THAC0: 9
Saves: Eng 8 -1, P/D 5 +6 against poison and disease, Stun 6, Rad 7 +1
Alignment: Neutral (Chaotic Good in AD&D)

Attacks: 3/round +3 unarmed attacks, +4 to attack
Damage: 5d6 with left fist, 9d6+1d10 with the right.
Class abilities: Unarmed Combat: Hellboy inflicts a base of 2d6 points of damage with every unarmed strike.
Damage Reduction: Hellboy has a base damage reduction of 10.
Master‘s Degree in Dirty Fighting: Red likes to fight dirty and is damn proud of it.
Chokehold: As a skilled and experienced brawler Hellboy can start a choke or sleeperhold without penalty. In addition Red can decide if his victim must make a 4th save or die from suffocation.
Stunning Strike: Sixteen times per day Hellboy can make a single brutal strike against an opponent, inflicting normal damage and forcing a save vs. Paralysis. If the saving throw fails Hellboy's enemy is rendered stunned for one round per point of your Strength bonus or one round, which ever is greater. While stunned his enemy drops all held items, takes a +2 penalty to AC, loses all positive Dexterity related bonuses to AC and cannot fight or take other actions until no longer stunned. On the downside Hellboy can only make one stunning strike per three rounds.
Improved Trip: Hellboy is skilled enough at unarmed fighting that can more easily trip of otherwise unbalance an enemy. He adds a +1 bonus to all tripping attempts
Blind-Fighting: Hellboy has been fighting in dark back alleys so long that a silly little thing lack of sight doesn't hold him back. He suffers no melee penalties due to darkness, blindness or invisibility on the enemy's part.
Fighter Combat Options: Hellboy can make multiple attacks, smash, parry and disarm.

Strength: 18 (21 for levels) (+4 to melee attack and 3d6 to unarmed damage, +2d6 to melee weapon damage, maximum weight allowance: 600 lbs.)
Dexterity: 6 (-1 to missile attacks and initiative and +1 to armor class)
Constitution: 17 (20 for levels) (+2 on poison and disease saving throws and +1 on radiation saves)
Intelligence: 12 (13 for levels) (+5% to technology and two languages, English and Latin)
Willpower: 14
Charisma: 7 (+1 to reaction rolls, 3 retainers at morale 6 each)

Physical Mutations (if any)
Natural Weapon (18): Stone red right fist inflicts 1d10 points of bludgeoning damage.
Increased Strength (16): With additional effort Hellboy can add +4d6 to melee damage, but only with his stone right fist.
Increased Constitution (18): Hellboy gains 36 bonus hit points and +4 to saves vs. Poison.
Redundant Organs (14): Hellboy only "dies" when reduced to -31 hit points.
Regenerative Capability (13): Hellboy recovers an extra three hit points per day with rest.
Reflective Epidermis (25)(fire): Hellboy suffers 35 fewer points of damage from fire attacks.
Reflective Epidermis (25)(elcetricity): Hellboy suffers 35 fewer points of damage from electrical attacks.
Skeletal Enhancement (16): Reduce bludgeoning or concussive damage by four points per attack.
Immortality: Hellboy cannot die from old age. "Death" from disease or injury results in a 2d6+2 week long coma.
Bizzare Appearance (Drawback): He's big, red, has a freaky stone fist and two ground down horns, Hellboy would stick out in a crowd.

Kit
Last edited by Agrippa on Wed Sep 28, 2011 4:20 am, edited 2 times in total.
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Re: The make an NPC out of a picture game.

Postby Agrippa » Sat Sep 17, 2011 3:44 am

Until I can finish Hellboy I'm giving another challange. Stat up this equine tyrant if you can.
Image
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