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| Tweet Topic Started: Sep 11 2012, 12:04 AM (147 Views) | |
| Steel-Edged Metropolis | Sep 11 2012, 12:04 AM Post #1 |
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I fight fast and eat fast.
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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
Tank
Support
Control
Gang Techniques Each gang tends to have it’s own signature abilities.
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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| Steel-Edged Metropolis | Oct 16 2012, 09:28 PM Post #2 |
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I fight fast and eat fast.
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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
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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