New Sinners & Saints NPCs

Discussion on game mastering Fading Suns. May contain spoilers; caution is recommended!
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Angelman
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Re: New Sinners & Saints NPCs

Postby Angelman » Wed Dec 10, 2014 4:24 am

Here's my third bounty hunter character, an associate of CLIV & Brother Pious that I posted earlier. This one is a Decados swordmaster and cyborg, and I'm amazed how munchkin you can go in FSR if you want to ;) This character is an awesome fighter!




Fyodor, a scion of the industrious jungle world of Severus, is a Decados swordsman born and bred. His father, Baron Timur, rules a large rural estate and is deeply involved in house politics and schemes. During the Emperor Wars, Baron Timur did more than his share for the Mantis house’ war effort, including having all his many sons and several nephews trained for war. Fyodor was given the best swordsmanship training money could buy, in preparation for him serving House Decados as an infantry leader and court duelist, and Fyodor rose to the challenge and became one of the finest swordsmen in Decados Space. To further advance the Mantis house’s war effort, Baron Timur invested fortunes in setting up a cyber-surgery clinic, to augment his sons and his own fighting abilities and survivability. To facilitate this, Baron Timur took huge loans with the Reeves Guild, expecting spoils of war and the eventual Decados victory to cover the costs. Fyodor fought extensively on Malignatius for the several years it took House Decados to conquer the former House Li Halan world, and his efforts awarded him a vile reputation with and bitter enmity from House Li Halan. By decree of Prince Flavius, Fyodor is regarded as a personal nemesis of every Li Halan nobleman, and is wanted dead or alive throughout Li Halan Space. When House Decados eventually lost the Emperor Wars, Baron Timur found himself up to his neck in Reeves debt, with no real prospects of covering them. In an effort to stave off the problem, Fyodor and several of his brothers has been attacked to the Reeves guild as advisers and troubleshooters in return freezing interest on Barn Timur’s loans. Fyodor’s new master is the debt collector and bounty hunter CLIV.

Species: Human (cyborg)
Role: Sword master & retinue champion
Quote: “I will exterminate you like the hull rat you are. En garde!”
Description: A 30-something aristocrat with sly charm and a warrior’s bearing. Tall and bulky, he wears mostly greens and blacks, with the Decados Mantis embroidered in gold. On the field of battle, he blends in with other chain mail clad veterans wielding sword and shield. Off the battle field, he looks the part of a Decados retainer-champion, all muscle and bravado. There is a subtle oddness to his gait and mannerism, as if his body doesn’t quite fit him (although no one will guess he’s a cyborg based on this, it a shtick that he is often remembered for – “oh yeah, the Decados duelist who walks funny, I remember him”).
Life-path: Life-path: Upbringing – Decados Rural Estate; Apprenticeship – Leisure Duelist; Early Career – Court Duelist; Extra Stage 1 – Career Tour; Extra Stage 2 – Cybernetically Tweaked; (Worldly Benefits – Rewards)
Body: Strength 8 [+5]; Dexterity 8; Endurance 7
Mind: Wits 4; Perception 6; Tech 3
Spirit: Presence 4; Will 7; Faith 3
Natural Skills: FACTION Lore 3; Fight 3; HOMEWORLD Lore 3; Influence 5; Observe 4; Phoenix Empire Lore 5; Sneak 5; Throwing 3; Vigor 5
Learned Skills: Athletics 6; Etiquette 3; Knavery 4; Melee 8; Physick 2; Ride 2; Slug Guns 3; Streetwise 2; Survival 2
Wyrd: 7
Melee Fighting Style – Serpentis: Weaving Fang (negate up to -2 goal penalty associated with moment actions, Initiative +3); Draw and Strike (stylist initiative to be higher than opponent’s, attack as blade is drawn without penalty, opponent’s Defense -2); Setup (goal -2 on first attack, if successful DMG+3 and opponent’s Defense -2 on next attack)
Melee Fighting Style – Florentine: Woven Steel (+1 Defense & no off-hand penalty with a pair of weapons); Off-Hand Strike (attack goal -2, opponent’s Defense -2); Double Strike (lose style Defense bonus, attack with each hand without penalty)
Cybernetics: (Each devise is Organically attached [requiring Tech Redemption AND Physics to repair], Self-Powered [except the armor which isn’t powered], Hidden, and of Shoddy quality [repair goals -2 OR VP required to repair +2])
-Cyber Armor: Protection 3 (Soft); Incompatibility 4
-Enhanced Characteristics: Strength +5; Incompatibility 7
-Enhanced Reflexes: Initiative +3; Incompatibility 5
-CyberSense: IR vision (see infrared and heat signatures); Incompatibility 5
Incompatibility: 21 (regarded as “soul dead” by ultraconservative church folk)
Blessings: Handsome (+1 Presence); Suspicious (+2 Perception when rivals about); Tall (+1 Vitality; +1 Move)
Curses: Vain (-2 Perception when flattered);
Benefices: Cash – 1000fb starting cash; Language (Urthish); Passage Contract – Tramp Freighter; Rank (Knight);
Afflictions: Indebted – Catastrophic (risk losing fief and standing); Obligation (Serve CLIV fatefully until family debts are paid, include risking your life for his); Outlaw – Li Halan Space (wanted dead or alive);
Vitality: -10/-8/-6/-4/-2/0/0/0/0/0/0/0/0
Equipment: TL5 War Sword with Shield Breaker (DMG 7, STR 4, Hard, burnout energy shields on a d20 roll of 1-13); TL4 razor-edged Body Shield with bullet & laser proofing (Protection 3, Goal +2, DMG 3, Hard, Laser); Jahnisak Muffler .40 SMG (DMG 5, STR 1, RNG 30/40, Shots 20, Rate 3(A), Size L, Hard, Stock, Autofeed); Chain Mail – Metal [eA] (Protection 8, Dex-1, End-2, Init-2, Hard); Main Gauche (DMG 3, STR 2, Size M, +2 to disarming opponent); Cash 15fb
Last edited by Angelman on Wed Dec 10, 2014 7:48 pm, edited 1 time in total.
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Re: New Sinners & Saints NPCs

Postby Bertjammin » Wed Dec 10, 2014 6:50 am

Oh yes....there are some scary munchkin combos out there (letting a 13 year old boy loose playing a cybered up Muster swords master included...)
"The crazy ol' Vorox"

Something witty, pithy and observant ought to go here.

Oh well.

Follow my current campaign and my general musings about GMing Fading Suns at: http://trialsofarcadia.blogspot.co.uk/

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Re: New Sinners & Saints NPCs

Postby Bertjammin » Tue Dec 23, 2014 10:20 am

Ok - *if* I were ever to get to play FS rather than run it I think this is who I'd play....



The child that would grow to be Canon Fodor was born of peasant stock on the Avestite controlled world of Pyre. His family scrapped a poor and inconsequential living in the harsh conditions that the Pancreator, in his mercy, had provided. From a very early age Ezekiel was left with no uncertainties that he, like all others around him, were dreadful sinners and that his life had to be lived striving to be good enough to receive even the simplest of the Pancreator's blessings. That was what the priests told them, that was what his family repeated to him and that was the state of the universe and the fact of the matter.

The youngest of nine children (although by the time he was weaned only five of his siblings still lived) the family had no means to support them all. Thus once old enough to speak Ezekiel was offered to the local chapel, as an altar boy and as an atonement gift for the sins of his family.
His life within the parish was hard, he lived as little more than a slave to the clergy who ran the chapel but his "righteous fear" had stood him in good stead and he obeyed without question and devoted himself to his toil. The lessons of his early life were reinforced over time as he increasingly saw sin and impiety in all places. His respect within the local church grew and early on there was an assumption that this hard nosed and devoted boy would eventually take orders within the sect.

Thus it was that Ezekiel became novitiate Ezekiel of the Temple Avesti. However as he grew older he heard more tales of the world outside the local village, and the worlds beyond Pyre, and what he heard concerned and angered him greatly. Sin was not confined to home, it's pervading reach infected all the Known Worlds. He was tormented with this conviction for days on end. Until he realised what was happening; the Pancreator was charging him, simple Ezekiel, with taking his word to the unreflective masses. This was a Holy calling, and it was his calling. He felt truly blessed, and determined to live up to the honour he was being shown.

He gained permission from the church and was commissioned as a full missionary of the sect. He bade Pyre farewell and set out, and has been travelling since, ministering, preaching and admonishing where ever he goes.

Things have not always gone well, he has been mistaken for an Inquisitor on more than one occasion (and then ostracized, assaulted or hounded out of town - all further reinforcing his views on the inherent sinfulness of man), he suffered severe burns to his face and left torso after an accident early on with his flamer "Retribution creatoris" and he has found no respite from the "horrors of degradation and evil" he has witnessed. However he has found those who would support him in his work, has been recognised by the Temple Avesti sect for his devotion and good works, has gained a devoted, if somewhat obsequious, assistant and has learnt that subtlety can be as much a tool and a weapon in the service of the Pancreator as the pyre and whip.

Canon Ezekiel could be found wandering pretty much anywhere in the Known Worlds, preaching, teaching and rooting out sin. He could be an ally, an adversary or a plain and simple annoyance.

(Life path: Rural (poor) > Parish > Missionary > Career Tour > Neophyte Theurge > Promotion)

Body: Strength 4 Dexterity 4 Endurance 8
Mind: Wits 4 Perception 7 Technology 3
Spirit: Presence 8 Will 4 Faith 8
Vitality: (13) 0/0/0/0/0/0/0/0/-2/-4/-6/-8/-10
Initiative: 8
Occult: Wyrd 10 Theurgy 3 Hubris 0

Faction Lore (Phoenix Empire)3, Faction Lore (Temple Avesti) 5, Fight 3, Influence 8, Observe 8, Planetary Lore (Pyre)3, Sneak 4, Throwing 3, Vigor 5
Beastcraft 1, Empathy 1, Energy Guns 3, Investigate 3, Leadership 4, Melee 3, Physick 2, Self Control 1, Survival 5, Torture 4

Blessings: Pious (2 pts: +2 Presence among the sinful).
Curses: Righteous (+2 pts: –2 Will when judgment questioned), Callous (+2 pts: -2 Presence when asked for help), (+2 pts: –2 Influence when scar is visible)

Theurgic Rites: Knowing the False Heart, Scent of Evil, Sting of Conscience

Benefices:Rank (Canon), Gossip Network (1 pt), Retinue (2 pts - Acolyte servant, a penitent fellow named Brother "Bald" Richard Malakev), Language: Latin (2 pts)

Equipment: Kalomite Flamegun (Goal +2, 5d [3d], Fire, Ka Oil, STR 2, Rate 1, RNG 10/20) Avestite Robes (Heavy clothing 2d, Soft, Shock, Fire, Init -2)), Knife (STR 1, 3d) , Flail (STR 4, 4d), gas mask, lantern, lantern oil, Physick kit. 60fb
"The crazy ol' Vorox"

Something witty, pithy and observant ought to go here.

Oh well.

Follow my current campaign and my general musings about GMing Fading Suns at: http://trialsofarcadia.blogspot.co.uk/

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Angelman
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Re: New Sinners & Saints NPCs

Postby Angelman » Tue Dec 23, 2014 10:34 am

That's a nice Avestite right there! I like it that he is way better with people skills than with torching people (which he's rather poor at actually ;) )
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Re: New Sinners & Saints NPCs

Postby Bertjammin » Tue Dec 23, 2014 10:53 am

"The crazy ol' Vorox"

Something witty, pithy and observant ought to go here.

Oh well.

Follow my current campaign and my general musings about GMing Fading Suns at: http://trialsofarcadia.blogspot.co.uk/

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Angelman
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Re: New Sinners & Saints NPCs

Postby Angelman » Tue Dec 23, 2014 11:43 am

Well, pain and punishment are good teachers, according to Pavlov ;)
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Re: New Sinners & Saints NPCs

Postby Angelman » Mon Dec 29, 2014 7:49 pm

Here's another character for the bounty hunter party I'm building. This time it's an Ur-Ukar assassin ;)
Note that I've included the psychic warrior style I previewed earlier in this one. My plan is to play test it in my group.



Nadana was born on Criticorum. (Her name being the feminine form of the Ukarish word for “great”). Her parents were lowlife street thugs and knifes-for-hire, living in the Ur-Ukar colony in the capital city of Acheon, called Tada-Town. Life was though, but the Ukari species are used to that, and Nadana grew up in a thrive-or-perish environment and thrive she did. From since she could hold a knife, Nadana was as a fighter. She accompanying her parents on assignments for various groups to rough-up dissidents, shake down debtors running behind on their payments, and discouraging the encroachment of rivals onto the employer’s territory. When Nadana was seven, her father was recruited as an assassin for the secret and illegal Slayers Guild. The steady salary and frequent bonuses propelled the small family from the poorest of the poor, to the ranks of slum elite. But being an assassin of the Slayers Guild is a dangerous profession, so Nadana’s father made an effort to teach her all he knew so as to improve her chances in life. He thought Nadana hundreds of ways to kill a person, how to do it stealthily, and even how to do it without anyone realizing a murder had been committed. Eventually, Nadana’s father died on a mission, but since the mission was secret she never knew how or where or for what he gave his life. Shortly thereafter, Nadana was herself recruited by the Slayers Guild to take her father’s place in the guild. Nadana found that by working as an assassin, she could actually do much good by weeding out bad people in the world. When not on assignment, she would frequently weed villains in her community, both to better the conditions in Tada-Town and to help hone her skills. It felt good to give something back to the community, or rather to remove bad things from it, and in time Nadana developed an acute sense of justice and a code of honor for her work. It was because of this moral conviction that Nadana eventually fell out with the Slayers Guild, abandoning her profession and becoming an outcast of the guild.

It began as any other mission. Nadana was given a name and some generic details about the person the guild sent her to kill. But it wasn’t until she saw her mark that she realized who he was, that beloved old Sanctuary Aeon pastor who had dedicated her life to bettering the lives of Tada-Town. Pastor Benevolentia had once been a Decados noble, a Baroness named Anastasia Yakovlena Decados who operated a POW labor camp for her house during the Emperor Wars, before she had a crisis of consciousness. She freed all her prisoners, and donated her belongings to various Universal Church charities, before renouncing her family and disappearing. In time she had joined the Sanctuary Aeon, found a new life and identity as Pastor Benevolentia, and dedicated her life to downtrodden Ur-Ukar of Criticorum. Now, there were no chance in Gehenne that Nadana was going to murder this woman, so she warned the priestess and broke with her guild. Since the Slayers Guild is technically illegal anyway, there were no immediate repercussions to abandoning them, but the shadow of the Slayers Guild’s revenge has clouded Nadana’s life ever since. A couple of assassins have come for her in the past, although none of them managed to best her. Now she has found work with a Reeves Guild bounty hunter, which offers some protection in the world. Still, in Nadana’s line of work, every day offers new opportunities to kill or be killed.
Species: Ur-Ukar
Role: Manhunter & goon.
Quote: “Already the mark is dead. In a busy street I’ll find him; in a guarded house I’ll find him; in the dark of night I’ll find him; there is not escape.”
Description: Nadana is short for an Ukari, standing just 160cm tall, but her body is strong, flexible, and lethal. Her eyes are black, her skin lightly tanned, and her hair blond, and her skin is extensively marked with raised tattoos chronicling the deeds of her ancestors, her clan alliances, and her own accomplishments, including kill marks for all the people she has ever murdered (they count several dozen).
Life-path: Life-path: Upbringing – City/Poor (off-world upbringing); Apprenticeship – Warrior/Outlaw; Early Career – Warrior/Outlaw; Extra Stage 1 – Career Tour; Extra Stage 2 – Natal PSI; (Worldly Benefits – Rewards)
Body: Strength 6; Dexterity 8; Endurance 6;
Mind: Wits 5; Perception 6; Tech 4;
Spirit: Presence 4; Will 8; Faith 5;
Occult: Psi 4; Urge 1;
Natural Skills: Slayers Guild Lore 3; Fight 6; Criticorum Lore 3; Influence 5; Observe 8; Phoenix Empire Lore 3; Sneak 8; Throwing 3; Vigor 5;
Learned Skills: Athletics 5; Empathy 1; Investigate 1; Melee 8; Ride 1; Self Control 2; Slug Guns 3; Streetwise 1; Survival 3;
Wyrd: 10
Psychism – Sixth Sense: Sensitivity (Will + Observe, Sensory, Temporary, 1W = offset VP negative environment based Perception penalties [except total darkness] up to PSI); Darksense (Will + Observe, Sensory, Temporary, 1W = radar/sonar/bioelectric/vibration-like sensing, ignore ALL visibility penalties); Subtle Sight (Will + Observe, Sensory, Temporary, 1W = read aura [see Auras Chart]);
Psychic Style – Psychic Warrior: Energize (Add PSI to one Fight or Melee goal, 1W); Iron Shirt (Skin has PSI points of soft armor for remainder of turn, 1W); Vibrating Palm (Unarmed attacks get Vibro property [halve Soft armor, increase Impact Threshold & decrease Force Capacity for Energy Shields by 1 each] for remainder of turn, 1W)
Fighting Style – Kraxi: Focused Rage (DMG+2 for blades size M or smaller); Thrust (DMG+1 for pointed weapons); Rapid Strike (blades of Size M and smaller has Rate 3)
Blessings: Sensitive touch (+2 Perception tactile sensing);
Curses: Bitter (-2 Will to suffer Humans);
Benefices: Cash – 1000fb starting cash; Family Ties (Ukari of your clan will go out of their way to help you when in need, especially against Humans, yet favors cut both ways); Language (Ukarish, Urthish); Passage Contract – Tramp Freighter;
Afflictions: Dark Secret – Slayers Guilder; Fallen from Grace (Expelled from the Slayers Guild, who are now hunting you); Vendetta – Hunted by the Slayers’ Guild; Ostracized – moderate (distrusted alien);
Vitality: -10 -8 -6 -4 -2 00000 0
Equipment: 1000fb
Writer, editor, & developer for:
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Bertjammin
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Re: New Sinners & Saints NPCs

Postby Bertjammin » Tue Dec 30, 2014 3:19 am

Our Ur-Obun has the Psychic Warrior technique (in an effort to playtest it) and hasn't been in combat since we have it to him!
I think that's the effect - your formidable psychic abilities prevent anyone from actually engaging you....
"The crazy ol' Vorox"

Something witty, pithy and observant ought to go here.

Oh well.

Follow my current campaign and my general musings about GMing Fading Suns at: http://trialsofarcadia.blogspot.co.uk/

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Angelman
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Re: New Sinners & Saints NPCs

Postby Angelman » Tue Dec 30, 2014 7:55 am

Heh heh, sounds good to me ;)
Writer, editor, & developer for:
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