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Generic NPCs
Topic Started: Sep 11 2012, 12:04 AM (147 Views)
Steel-Edged Metropolis
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I fight fast and eat fast.
[ *  *  *  *  * ]

Street Punks
With the variety of races available I felt perhaps something akin to a generator is necessary. Die rolls are optional, but tables are provided nonetheless.

Name: Whatever
Race: Roll 1d100
01-25: Human
26-45:Therian
46-65: Nymph
66-85: Vampire
86-96: Lilin
97: Dragoon
98: Mandragora
99: Selkie
100: Undead

Appearance: Being members of street gangs, they don’t wear anything fancy, just street clothes. Some may conceal their faces with bandanas, air filters, goggles, face paint, or whatever else they can get their hands on, especially if they’re up to no good. Any armor they wear is piecemeal and makeshift. As per the legal definition, they will tend to dress similarly, and gangs will especially associate with a particular color.

Roll 1d100:
01-25: Smashers - Blue - The largest street gang, a confederation of smaller, formerly independent gangs.
26-50: Rippers - Red - The second largest street gang, a confederation in conflict with the Smashers.
51-60: Zealots - Orange - Primarily Human
61-70: Ferals - Yellow - Primarily Therian
71-80: Amazons - Indigo - Mostly Nymph, primarily female
81-90: Stalkers: Pink - Mostly Vampires, Lilin and Undead
91-99: Banshees: Green and white
100: Lavender Rose: Lavender/violet/purple and black


Battle Data

Battle Style: Street punks generally aren’t formally trained in combat, and probably by other gang members if trained at all. Rough and unsophisticated, their weapons tend to be either cheap or makeshift and their magic basic.

Weapons
Roll 1d20
01. Board with a nail in it
02. Lead pipe
03. Steel chain
04. Brass knuckles
05. Baseball bat
09. Hockey stick
10. Knife
11. Switchblade
12. Bamboo sword
13. Hand gun
14. Machine gun
15. Bow and arrow
16. Folding chair
17. Sack full of doorknobs
18. Homemade car battery taser
19. Signpost
20. Vuvuzela


Special Techniques and Equipment

Roll 1d4
1. Striker
2. Tank
3. Support
4. Control

Striker
  • Power Strike: The user focuses Aether into their weapon to increase the power of their next attack.
  • Grand Slam: The user focuses Aether into their weapon and releases it as force on impact, knocking the victim back several feet.
  • Slide Step: The user performs some fancy footwork, allowing them to move about quickly, even in crowded areas.


Tank
  • Berserk Charge: The user stampedes across the battlefield, either knocking enemies out of his way or shoving them along with him.
  • Big Swing: The user swings their weapon in a large arc to strike multiple enemies.
  • Pressure Field: Outward force radiates from the user, pushing away enemies and slowing down attacks.


Support
  • Battle Cry: The user cries out, inspiring their allies to strike harder.
  • Leg Sweep: The user targets their opponent’s legs, attempting to knock them off balance.
  • First Aid: The user attempts to heal themselves or allies.


Control
  • Magic Missile: The user launches a ball of kinetic force at the enemy.
  • Hex Field: The user enchants the ground or other surface in a three-meter radius for two turns. This ground will glow for a moment beneath the feet of any enemy that is standing or steps onto it before releasing a glowing column of energy upward.
  • Smog Cloud: A cloud of black smoke fills the area, blinding and gagging enemies.


Gang Techniques
Each gang tends to have it’s own signature abilities.

  • Smashers - Cripple: The user strikes their opponent’s limbs, disabling them for three turns. Melee only.
  • Rippers - Phlebotomy: The user’s attacks leave bloody gashes that cause damage as they bleed for three turns. Stacks up to five times. Edged weapons only.
  • Zealots - Indignation: If the user has been inflicted with a negative status effect, their rage increases their attack power for three turns. If the status effect reduces attack power, that aspect and this ability cancel each other out.
  • Ferals - Snarl: The user bares their teeth and growls, intimidating their enemies and lowering their attack power.
  • Amazons - Headbutt: The user slams her head into her opponent’s stunning them for one turn.
  • Stalkers - Shadow Hold: The user’s shadow extends to the target’s shadow, holding them in place. This requires the user’s full concentration to maintain.


Ultimate Technique
Randomly generated punks do not get Ultimate Techniques.
Edited by Steel-Edged Metropolis, Oct 16 2012, 09:30 PM.
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Character Data
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Steel-Edged Metropolis
Member Avatar
I fight fast and eat fast.
[ *  *  *  *  * ]
Police Officers

Name: Officer [Enter name here]
Race: Roll 1d100
01-45: Human
46-58: Therian
59-73: Nymph
74-86: Dragoon
87-90: Selkie
91-94: Lilin
95-98: Vampire
99: Mandragora
100: Golem

Appearance: Your average patrolman in the SNCPD wears torso armor, boots, gauntlets, and pauldrons over a green jumpsuit covering chain mail. Over the armor is a blue tabard sporting the seal of Seven Nation City. This is topped off with an open-faced helmet with a green brush-like crest.


Battle Data

Battle Style: SNC Police Officers are armed with halberds and short swords. The halberds are mainly for show, but are still trained to use them for situations in which polearms are handy. They are mainly trained to use swords in close-quarters combat and cast Magic Missile in shoot-outs. They can also use grapples and throws should the need arise.

Police Officers rarely work solo and usually patrol in pairs. Sometimes they ride horses. Their training is more formalized and efficient than Street Punks, hence the lack of tables in this section.

Special Techniques and Equipment

  • Magic Missile: A basic ranged attack spell comprised of kinetic force. Police Officers can cast up to three per round.
  • Safe Shock: A spell that allows a weapon to become immaterial on impact while also releasing a non-lethal electrical discharge that stuns the enemy.
  • Police Barrier: Erects a yellow-striped force shield that blocks attacks. It can take a decent amount of damage before shattering, but it’s primary use is blocking doors and areas the police don’t want civilians wandering into. The user may not use this ability on any turn they attack on.


Union Technique: Heads Up!
The police are a tight-knit group, and they always have each other’s backs. Having multiple officers in the area heightens the battle awareness of each one, allowing them to more easily avoid or mitigate damage.

Ultimate Technique: Reinforcements
When necessary, a Police Officer may summon 1d4 additional Police Officers to aid them in battle. The user must spend one turn focusing on actively maintaining the conduit before reinforcements arrive. If the conduit is closed for any reason before they show up, they will arrive on-scene in 1d8 turns.
Edited by Steel-Edged Metropolis, Oct 16 2012, 09:32 PM.
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Character Data
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